TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This WIZARDS OF THE COAST® game product contains no Open Game Content. This work may be reproduced for personal use or in its entirety for use 
  at RPGA-sanctioned events.  To learn more about the Open Gaming License and the d20 SYSTEM® license, please visit www.wizards.com/d20. 
   
  This product uses material from the v.3.5 revision.  This is an official RPGA® play document.  To find out more about the RPGA and to learn more on 
  how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. 
   
  DUNGEONS & DRAGONS, D&D, D&D REWARDS, D&D CAMPAIGNS, DUNGEON MASTER, GREYHAWK, LIVING GREYHAWK, DM’S CHALLENGE, RPGA, 
  HERALD-LEVEL, d20, d20 SYSTEM, WIZARDS OF THE COAST, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual and their respective logos and 
  trademarks are owned by Wizards of the Coast, Inc, in the US and other countries. This material is protected under the copyright laws of the United 
  States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely 
  coincidental. © 2006 Wizards of the Coast, Inc. 
   
  Visit the LIVING GREYHAWK website at www.wizards.com/rpga. 
  For questions specific to this document please e-mail scon40@aol.com. 
  For LIVING GREYHAWK DM’S CHALLENGE HIGH-LEVEL OPTION campaign questions email rpgahq@wizards.com. 
   
  DM’S CHALLENGES™ HIGH-LEVEL OPTION 
   
   
  HORRORS NEVER DIE: 
  RETURN TO THE TOMB 
  A Two-Round DUNGEONS & DRAGONS® LIVING 
  GREYHAWKTM DM’S CHALLENGES™ HIGH-LEVEL OPTION 
  Adventure for 16th- to 20th-Level Characters 
  LIVING GREYHAWK™ RETURN TO THE TOMB adventure 
  for the HORRORS NEVER DIE Story Arc (2006 -2007) 
   
  Adapted by Steven Conforti 
   
  Development: Steven Conforti, LIVING GREYHAWKTM Circle, Pierre van Rooden, Jeffery A. Dobberpuhl 
   
  Resources: Tomb of Horrors [original by Gary Gygax, 3.5 update by Bruce R. Cordell, Miranda Horner], Return to the 
  Tomb of Horrors [Bruce R. Cordell], Tome of Magic [Mathew Sernett, Ari Marmell, David Noonan, Robert J. Schwalb], 
  Crypt of Lyzandred the Mad [Sean Reynolds]. 
   
   
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 1 
  WHAT’S A DM’S CHALLENGE 
  ADVENTURE? 
  DM’S CHALLENGE adventure packets are a part of the 
  LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION.  Unlike other RPGA adventures, the DM’S 
  CHALLENGE adventure is not something you download or 
  buy and run as printed with little to no modification.  
  Instead, you get basic guidelines, a special session 
  tracking, and a basic Adventure Record (AR) for an 
  adventure that you write or modify and run. 
   
  This is a full adventure for the LIVING GREYHAWK 
  DM’S CHALLENGES HIGH-LEVEL OPTION.  Unlike the 
  DM’S CHALLENGE adventure packets, this is a fully 
  developed adventure for the DM to integrate into the 
  HORRORS NEVER DIE Story Arc (2006-2007) Story Arc. 
  RPGA-SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK DM’S CHALLENGES HIGH-
  LEVEL OPTION campaign—a worldwide, ongoing D&D 
  campaign set in the GREYHAWK setting—you must 
  sanction it as part of an RPGA event. This event could be 
  as elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table DM (or 
  usually just DM). Sometimes (and almost all the time in 
  the cases of home events) the senior gamemaster is also 
  the table DM. You don’t have to be a HERALD-LEVEL GM 
  to run this adventure if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  character. Second, it allows the RPGA to track and record 
  what characters did during the adventure, and future 
  adventures will be written with what a majority of the 
  players did in mind – in this way characters’ actions 
  shape the future of the campaign.  Lastly, players and 
  DMs gain rewards for sanctioned RPGA play if they are 
  members of the DUNGEONS & DRAGONS REWARDS 
  program. Playing this adventure is worth two (2) points. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007. 
   
  To learn more about the LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION character creation and 
  development, RPGA event sanctioning, and DUNGEONS 
  & DRAGONS REWARDS, visit the RPGA website at 
  www.wizards.com/rpga. 
  HOW DO I RUN THIS? 
  The simple answer to this, however you need to!  The 
  LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION are a chance for you, the DM, to let your 
  creativity shine.  This might mean making slight 
  modifications to this adventure to integrate it into the 
  three DM’S CHALLENGE adventures you are writing for 
  the HORRORS NEVER DIE Story Arc (2006-2007) Story 
  Arc.  Or you might just run this exactly as written, 
  making modifications to your own DM’S CHALLENGE 
  adventures to fit them to this adventure.  The choice is 
  yours.  The story is yours.  Have fun with it! 
  WHAT CAN’T I DO WITH A DM’S 
  CHALLENGE? 
  DM’S CHALLENGE adventures are to be run for a group of 
  4 to 6 players.  It does not give you license to produce and 
  distribute (for sale or for free) your own GREYHAWK 
  adventures.  Following the d20 System License (see 
  www.wizards.com/d20) grants you the ability to write 
  D&D compatible works, but all of the GREYHAWK setting, 
  and many of the GREYHAWK specific rules are not 
  covered in that license. 
   
  That said, the intent of the DM’S CHALLENGE is for 
  you to create and present exciting GREYHAWK adventures 
  to a small group of players, anything more than that is 
  really beyond the scope of the DM’S CHALLENGES 
  program. 
  ADVENTURE GUIDELINES 
  Of the standard rules for RPGA adventures also hold true 
  for LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION 
  adventures. 
   
  LIVING 
  GREYHAWK 
  DM’S 
  CHALLENGES HIGH-LEVEL OPTION adventures have to be 
  ordered and sanctioned just like other adventures, and 
  thus must be played at RPGA-Sanctioned events if you 
  are playing it as part of the LIVING GREYHAWK DM’S 
  CHALLENGES HIGH-LEVEL OPTION campaign. 
   
  When 
  running 
  a 
  LIVING 
  GREYHAWK 
  DM’S 
  CHALLENGES HIGH-LEVEL OPTION as part of an RPGA-
  Sanctioned event, you must follow the RPGA general 
  rules, and the rules detailed in the LIVING GREYHAWK 
  DM’S CHALLENGES HIGH-LEVEL OPTION Rules Document 
  and other campaign documents. 
   
  This adventure is designed to be run in an eight hour 
  slot for its premiere at DDXP; those playing it at home 
  may take as much time as the DM chooses to permit to 
  complete it. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 2 
  LEVELS OF PLAY 
  Because players bring their own characters to the LIVING 
  GREYHAWK DM’S CHALLENGES HIGH-LEVEL OPTION 
  games, this adventure’s challenges are balanced in 
  challenge to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  Sum the results of step 1, and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, the level of challenge the 
  PCs face is balanced for parties of APLs 16 to 20. APLs are 
  given in even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK DM’S CHALLENGES HIGH-LEVEL 
  OPTION Adventure Record (AR).  
  HORRORS NEVER DIE 
  STORY ARC (2006-2007) 
  The HORRORS NEVER DIE Story Arc (2006-2007) deals 
  with the awakening of yet another danger to Oerth at the 
  Tomb of Horrors, one of the Flanaess’ most fabled locales. 
   The arc consists of four adventures, three of which are 
  DM’S CHALLENGE adventure packets and one of which is 
  a fully written adventure.  The HORRORS NEVER DIE 
  Story Arc (2006-2007) is: 
  1. 
  DM’S CHALLENGE 1 (released December 2006). 
  2. 
  DM’S CHALLENGE 2 (released January 2007). 
  3. 
  RETURN TO THE TOMB (released February 2007). 
  4. 
  DM’S CHALLENGE 3 (released March 2007). 
   
  It is best to run this adventure third, after players 
  participate in the first and second DM’S CHALLENGE 
  adventures and before they participate in the third DM’S 
  CHALLENGE adventure of this story.  DM’S CHALLENGE 1 
  and 2 lead into RETURN TO THE TOMB and DM’S 
  CHALLENGE 3 concludes the story. 
  WHAT HAS GONE BEFORE? 
  From Return to the Tomb of Horrors by Bruce R. Cordell: 
   
  “The legend of the tomb first trickled into civilized 
  lands centuries ago.  Whispers of lost treasure and 
  undisturbed burial catacombs lured scores of adventurers 
  over the years to cross unmapped lands in search of 
  fortune and glory.  Few ever found the tomb, and fewer 
  still ever returned; the legend of Acererak’s last resting 
  place remained a vague rumor of wealth and danger. 
   
  Then some twenty years ago, reports of the tomb 
  spread far and wide, for reasons that were unclear at the 
  time.  Ironically, its reputation as a dungeon from which 
  few if any explorers ever returned tempted those who 
  consider themselves exceptionally skilled, clever, or 
  lucky.  Undeterred by warnings of lethal traps, 
  labyrinthine mazes, and the malevolent sorcerer who 
  lingered beyond life to guard the crypt of his final rest, 
  they came from many lands to match themselves against 
  Acererak’s challenge.  Those who found the tomb and 
  penetrated its grim darkness soon realized that the 
  legends had not been wrong; death was the reward for 
  the cautious and the foolhardy alike. Some turned back, 
  and many more perished during their explorations.  Very 
  few successfully navigated the tomb to find the husk of 
  Acererak’s physical form: the demilich.  Only then did 
  these brave few discover their true peril; the demilich 
  could wrench their eternal souls from their corporeal 
  flesh through the malevolent power of its gaze alone! 
   
  Those who survived the horrors finally emerged 
  from the tomb.  Some were missing companions, limbs, 
  or both, but all felt lucky to see the sun once more.  From 
  these hardy souls the tale of Acererak’s unyielding crypt 
  spread, frightening away some but enticing still others to 
  venture into the darkness … Those who were drawn to 
  the area were less and less interested in exploring the 
  depths of the tomb.  Instead, they were drawn by the 
  legend of Acererak himself … As time wore on, a 
  community of like-minded grew up around the mound of 
  the tomb located in the Vast Swamp … They were, in 
  fact, almost all practitioners of the foul dark arts: 
  necromancy.  This was Skull City born.” 
   
  Acererak himself was behind the spreading of the 
  legend and rumors of his Tomb.  For he was an ancient 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 3 
  lich (and then demilich) whose quest for power over 
  undead had led him to his greatest discovery – a means to 
  achieve eternity by merging his essence with the 
  Negative Energy Plane, this giving him the ability to 
  possess and control any undead being with a link to that 
  plane anywhere in the cosmos.  To power this merge, he 
  required the souls of powerful adventurers, and he used 
  his Tomb to lure them to him.  Acererak was nearly 
  successful, but the last group of adventurers he chose to 
  power his Apotheosis proved his undoing. 
   
  These adventurers fought their way to his Fortress of 
  Conclusion and destroyed both Acererak’s physical form 
  and plunged his Phylactery, the key to his Apotheosis 
  and the container for all of the souls he had stolen, into 
  the depths of the Negative Energy Plane, where it was 
  thought destroyed or lost forever.  Acererak’s spirit was 
  shattered by this act, trapping him between life and 
  death, eternal power and nothingness.  He became a 
  Vestige (see Tome of Magic by Matthew Sernett, Ari 
  Marmell, David Noonan, and Robert J. Schwalb), a 
  spiritual power to be summoned and used by beings 
  called binders. 
   
  The necromancers of Skull City have continued 
  their research at the Tomb to this day, although they find 
  they can no longer enter very far into the Tomb (see 
  Entering the Tomb below).  This is because Acererak’s 
  departure shattered the Tomb, dropping most of it into a 
  state halfway between the Physical and the Negative 
  Energy Plane.  Over time, all of it would eventually 
  disintegrate into the nothingness, if not for recent 
  events.  The necromancers of Skull City are mentioned 
  here as reference only … by the time the PCs reach the 
  Tomb in RETURN TO THE TOMB, the threat of the 
  necromancers will already have been resolved (by LIVING 
  GREYHAWK players in COR7-01 Wrath of the Tomb of 
  Horrors). 
   
  What now keeps the Tomb from breaking apart 
  completely and dissolving into the Negative Energy 
  Plane?  A new threat has arrived in the form of another 
  Vestige; one called Tenebrous, The Shadow That Was.  
  Tenebrous is the vestige of the divine power the demon 
  lord Orcus once wielded, as he recovered his power and 
  his domain after being usurped by another power.  
  Tenebrous has sought a means to gain back this divine 
  power, and he has searched through sites and locales 
  Orcus long ago abandoned to find the means to do so.  
  On an excursion to the City of Moil, a location that Orcus 
  long ago cursed to a miserable fate, he found the City 
  almost completely absorbed into the Negative Energy 
  Plane.  Acererak had used Moil and its undead 
  inhabitants to build his Fortress of Conclusion and act as 
  a gateway between his Tomb and his Fortress.  Tenebrous 
  used binders faithful to him to determine what had 
  happened in Moil, and he realized quickly that Acererak’s 
  plan was the key to his own salvation. 
   
  Tenebrous has since recovered Acererak’s lost 
  phylactery from the Negative Energy Plane and used it to 
  stabilize what remains of the Fortress, City, and Tomb.  
  Now he needs powerful adventurers to revisit the Tomb 
  and power the device.  This is where the PCs come in. 
  THE FORCES AT WORK 
  There are a number of individuals and groups which the 
  PCs will interact with during the HORRORS NEVER DIE 
  Story Arc (2006-2007).  PCs can choose to ally with any or 
  none of these forces, and their choices will influence 
  their rewards and the conclusion of this Story Arc. The 
  key forces at work are: 
  • 
  Agents of the Vestige Tenebrous (Chaotic Evil) 
  – These agents will do all they can to lead the 
  PCs to the Tomb of Horrors.  Depending on the 
  party of adventurers, they may try to trick the 
  PCs into “working for them”, attack them to lure 
  them in the direction of investigating the Tomb, 
  drop information in places the PCs are likely to 
  visit that lead them to the Tomb, or whatever 
  other ideas you may come up with.  If you have 
  access to Tome of Magic, the agents should be led 
  by powerful binders; otherwise, you can have 
  them led by clerics with the Death and Evil 
  domains. 
  • 
  Agents of the Vestige Acererak (Chaotic Evil) – 
  These agents will eventually discover that 
  someone new is using the Tomb of Horrors for 
  their own twisted purpose.  Acererak knows he 
  can no longer use his Phylactery for Apotheosis, 
  that path has been lost to him.  But he will not 
  allow another to steal his greatest idea.  Once 
  these agents learn of the happenings at the 
  Tomb, they will seek out the PCs in an attempt 
  to get them to thwart whoever is using the 
  Tomb now.  They’ll follow many of the same 
  actions as the Agents of the Vestige Tenebrous 
  above and should be designed similarly. 
  • 
  Agents of the Lyzandred the Mad (Lawful 
  Neutral) – Thought a legend by most of the 
  inhabitants of the Flanaess (at least amongst the 
  few who know of him at all), this lich is very 
  real and extremely dangerous to those who 
  oppose his goals.  He is as old as Acererak, but 
  his life and unlife took a different path.  He 
  discovered a demiplane early in his career that 
  he has made his own.  His quest to remove 
  powerful magic items from the hands of those 
  who abuse them (the results of an encounter in 
  his youth with slavers who killed or sold his 
  entire hometown with a rod of beguiling) took a 
  dangerous turn as Lyzandred discovered the 
  demiplane he used to keep those items away 
  from others has somehow mixed with his own 
  magics to slowly drive him insane each time he 
  left his demiplane.  He chose to remain on the 
  demiplane from that point forward, and he now 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 4 
  uses agents and his powerful magics to bring 
  volunteers into his service and continue his 
  quest to keep magic items away from those who 
  would abuse them.  Lyzandred learned of 
  Acererak’s near miss at gaining Apotheosis from 
  the adventurers who defeated the demilich, and 
  he has carefully monitored the situation at the 
  Tomb of Horrors since then.  His fears are 
  realized as his divinations have him now 
  convinced that Acererak’s Phylactery has been 
  returned to the Fortress of Conclusion and that 
  someone plans to try to use it once more.  
  Lyzandred will stop at nothing to have that foul 
  artifact brought to his demiplane to be buried 
  forever from the hands of others.  Thus he will 
  try to enlist the PCs help in this endeavor.  
  Lyzandred’s agents are all former or current 
  adventurers who have volunteered to serve him 
  out of a shared belief in ridding Oerth of 
  dangerous magic items or in payment for him 
  saving their lives. 
  HOW TO INTERGRATE 
  Here is what should have come to pass if the PCs played 
  DM’S CHALLENGE 1and 2. 
   
  First, the following took place in DM’S CHALLENGE 
  1: 
  1. 
  The PCs should have met at least one surviving 
  member of the adventuring party which 
  defeated Acererak.  They should have learned of 
  the fate of the Phylactery at the time of 
  Acererak’s 
  defeat 
  (a 
  giant 
  multi-faceted 
  gemstone which was dropped through a gate 
  directly to the Negative Energy Plane and 
  thought destroyed. 
  2. 
  The agents of the Vestige Tenebrous should 
  have begun to test the PCs to see if they are 
  powerful enough to be worthy of using them to 
  fuel the Apotheosis.   Assuming they found 
  them worthy, they should begun to point them 
  in the direction of the Tomb of Horrors by 
  misdirecting them to seek out agents of the 
  Vestige Acererak; they hoped to convince the 
  PCs that Acererak is behind this plot and also to 
  have them gain an Amulet of the Void from 
  Acererak’s followers. 
  3. 
  The agents of Lyzandred will have begun to 
  observe the PCs.  Careful PCs may have noticed 
  their observers and try to interact with them.  
  The agents would have kept their reasons to 
  themselves at that time.  They would have 
  avoided combat, but they also would have 
  defended themselves if needed. 
  4. 
  The first adventure concluded with a difficult 
  encounter with the agents of the Vestige 
  Acererak.  If the PCs overcame these agents, a 
  top agent arrived to offer them a deal to work 
  together against whoever has control of the 
  Tomb.  They could have gained an Amulet of the 
  Void there and some parties might have taken an 
  oath of cooperation along with the top agent. 
   
  Second, the following took place in DM’S 
  CHALLENGE 2: 
  1. 
  The agents of the Vestige Tenebrous should 
  have continued to test the PCs to see if they are 
  powerful enough to be worthy of using them to 
  fuel the Apotheosis.   Assuming they find them 
  worthy, they pulled out all the stops to get the 
  PCs to the Tomb of Horrors at the end of the 
  adventure (granting them magical entry to the 
  Tomb at that time). 
  2. 
  The agents of Lyzandred completed their 
  observation of the PCs.  If they deemed the PCs 
  powerful and trustworthy, they invited the PCs 
  to visit Lyzandred’s Crypt (on a demiplane 
  Lyzandred controls) to prove their mettle 
  against some of its chambers in return for a 
  great deal of information and reward. 
  3. 
  PCs who visited Lyzandred’s Crypt and reached 
  the point of death during the challenges there 
  did not die automatically … they were visited in 
  their minds by Lyzandred and offered to have 
  their lives spared in return for agreeing to a geas 
  to deal with the situation in the Tomb of 
  Horrors for him.  If they agreed, they were 
  automatically 
  restored 
  to 
  full 
  hp 
  total; 
  otherwise, they did die. 
  4. 
  PCs who successfully passed through the 
  challenges of Lyzandred’s Crypt gained an 
  audience with Lyzandred where he informed 
  them of the situation in the Tomb of Horrors 
  and asked for their assistance (without a geas) to 
  deal with the situation.  If they agreed, he 
  loaned the PCs a number of magic items and 
  gave them an Amulet of the Void. 
  5. 
  PCs who attacked Lyzandred faced an epic-level 
  lich wizard with access to any conceivable non-
  unique magic item and a horde of high-level 
  agents and creatures at his beck and call as well 
  as the defenses his demiplane offered.  Basically, 
  the PCs had no hope of success against him and 
  quickly found themselves overcome and tossed 
  out of the demiplane. 
  6. 
  The adventure concluded with a difficult 
  encounter with the agents of the Vestige 
  Tenebrous that led them to the Tomb of 
  Horrors at the end of the adventure. 
  ENTERING THE TOMB 
  The PCs cannot enter the Tomb until the RETURN TO THE 
  TOMB adventure.  The powerful magical forces that are 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 5 
  keeping the Tomb stabilized between Oerth and the 
  Negative Energy Plane prevent anyone from entering the 
  Tomb unless they carry an Amulet of the Void and are 
  permitted magical entry by Tenebrous’ agents.  The PCs 
  should have both of these by the beginning of this 
  adventure. 
   
  The PCs are assumed to have permission to enter by 
  agents of Tenebrous, whether or not they’ve completed 
  the first two DM’S CHALLENGE adventures.  This is 
  because the agents of Tenebrous have observed the PCs 
  and determined they are worthy of entering the Tomb … 
  to have their souls captured for use. 
   
  If any of the PCs did not recover an Amulet of the Void 
  from one of the first two DM’S CHALLENGE adventures, 
  integrate the optional encounter under Reaching the 
  Tomb below so they can recover an amulet and enter the 
  Tomb. 
  ASSISTANCE FROM ALLIES 
  If one of the PCs accepted the offer from Lyzandred (Act 
  of Cooperation - Lyzandred) and/or the offer from 
  Acererak (Oath of Cooperation - Acererak), they have 
  access to significant information on the Tomb of Horrors. 
   Each of these factions (if one of the PCs allied with 
  them) can be called upon three different times during the 
  adventure for advice (this is per party, not per PC).  This 
  represents information the faction provided the PCs 
  which they recall at a relevant moment.  Throughout the 
  adventure, each encounter lists what information is 
  available for the PCs.  Let the PCs know they can request 
  this information, but only three times per faction. 
   
  Note: Do not provide the Assistance from Allies 
  information to the PCs if they do not have the 
  prerequisite alliances or if they don’t ask for it. 
  TOMB FEATURES 
  Random Encounters 
  There is a 20% cumulative chance, per every 4 hours the 
  PCs go without engaging in combat or suffering the 
  effects of a trap, of the PCs encountering either a creature 
  of the Negative Energy Plane who has stumbled into the 
  Tomb by mistake or a demon servant of the Tomb 
  checking on the status of a room or hallway.  See the 
  Negative Energy Plane and Destroying Inner Walls sub-
  sections below for lists of possible creatures encountered. 
   These random encounters do not make it impossible to 
  get a full night’s rest in the Tomb, but they do make the 
  odds of getting one very challenging. 
  Negative Energy Plane 
   
  The Tomb of Horrors is in the process of being 
  absorbed by the Negative Energy Plane.  Only the actions 
  of Tenebrous and his agents keep the Tomb from 
  completely slipping into the dark depths of the Negative 
  Energy Plane.  For details on the effects of the Negative 
  Energy Plane on travelers within it, see the Dungeon 
  Master’s Guide, page 157. 
   
  The connection between the Tomb and the Negative 
  Energy Plane has the following effects: 
  1. 
  Relative Location of Rooms:  The chambers of 
  the Tomb of Horrors exist in small clumps, 
  floating separate from one another and 
  protected temporarily from the Negative 
  Energy Plane by Tenebrous.  Movement 
  between these clumps is via the magical means 
  of passage provided by the Tomb, as detailed in 
  the individual listing of rooms later in this 
  adventure.  Unless the PCs have means to locate 
  these clumps amongst the infinite hostile space 
  of the Negative Energy Plane and then travel 
  safely between these clumps, they are forced to 
  follow the means of travel provided within the 
  Tomb itself. 
  2. 
  Overlap between Planes: At some locations in 
  the Tomb, the Negative Energy Plane and the 
  Material Plane overlap directly, causing those 
  locations to exhibit some of the same effects as 
  would be experienced by travelers to the 
  Negative Energy Plane.  These overlap locations 
  are detailed in the individual listing of rooms 
  later in this adventure.  However, every room in 
  the Tomb has at least some degree of 
  connection to the Negative Energy Plane.  This 
  causes the entire Tomb to exhibit, at a 
  minimum, these effects (if a specific area of the 
  Tomb offers larger bonuses than below, they are 
  not cumulative/do not stack): 
  • 
  All undead gain +3 turn resistance. 
  • 
  Spells and spell-like abilities that use 
  negative energy are automatically 
  heightened one level (as per the 
  Heighten spell feat).  Class abilities 
  that use negative energy, such as 
  rebuking or controlling undead, gain a 
  +5 bonus on the roll to determine HD 
  affected. 
  • 
  Spells and spell-like abilities that use 
  positive energy are impeded (as per the 
  Dungeon Master’s Guide, page 150).  PCs 
  suffer a -5 penalty on Fortitude saving 
  throws made to remove negative levels 
  bestowed by an energy drain attack. 
  • 
  Living creatures slain in the Tomb 
  have a 60% chance of spontaneously 
  animating as a zombie within 1d6 
  rounds of their death. 
  3. 
  Destroying Outer Walls: Passing through any 
  wall, via magical or mundane means, that does 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 6 
  not border another section of the Tomb on its 
  other side opens a complete breach into the 
  Negative Energy Plane.  As per the Planar 
  Handbook, pages 151-153, a hole is ripped in 
  reality.  This hole is a 10-foot-radius sphere that 
  inhabits the center of a 100-foot-radius area 
  centered on the spot where the breach was 
  made.  The hole at the center is an open portal 
  between the Material Plane and the Negative 
  Energy Plane.  Anywhere within the 100-foot-
  radius area is considered to exist on both planes, 
  thus anything in this area will be subjected to 
  the horrible effects of the Negative Energy 
  Plane.  Once created, these breaches can never 
  be repaired or closed.  To make matters worse, 
  PCs who create a breach will find themselves 
  combating an inhabitant of the Negative Energy 
  Plane who happened to be near the space where 
  the breach occurred (DM should choose one of 
  the following encounter options, as appropriate 
  to APL, and increase the difficulty (by doubling 
  in number or by adding additional options) each 
  time the PCs open a breach): 
  � Nightshade, Nightwing (1): CR 14; hp 179; see 
  Monster Manual, page 197. 
  � Energon, Advanced Evolved Necromental 
  Xeg-Yi Lurking Terror 2 (1): CR 16; hp 135; see 
  Appendix I. 
  � Nightshade, Nightwalker (1): CR 16; hp 221; 
  see Monster Manual, page 196. 
  � Nightshade, Nightcrawler (1): CR 18; hp 263; 
  see Monster Manual, page 195. 
  Destroying Inner Walls 
   
  Trying to pass through any wall, via magical or 
  mundane means, that does border another section of the 
  Tomb on its other side, can be accomplished, but not 
  without a degree of risk.  A near limitless number of 
  demons server the Tomb, repairing damage to inner walls 
  after PCs have come through, and attacking any PCs that 
  attempt to circumvent the inner walls.  The demons 
  materialize within view of the wall (DM should choose 
  one of the following encounter options, as appropriate to 
  APL, and increase the difficulty (by doubling in number 
  or by adding additional options) each time the PCs 
  damage or pass through an inner wall): 
  � Demon, Nalfeshnee (1): CR 14; hp 168; see 
  Monster Manual, page 45. 
  � Demon, Goristro (1): CR 16; hp 288; see 
  Appendix I. 
  � Demon, Marilith (1): CR 17; hp 204; see Monster 
  Manual, page 44. 
  � Demon, Molydeus (1): CR 19; hp 257; see 
  Appendix I. 
  Interior Features 
   
  IMPORTANT NOTE: A Map of the Tomb of Horrors has 
  been provided at the end of this adventure.  Please 
  remember that the scale on that map is 1 square = 10 feet, 
  not 5 feet as on most dungeon maps.  When drawing out 
  a locale for the players, you’ll need to convert to 1 square 
  = 5 feet. 
   
  The stonework throughout the dungeon is mostly 
  granite, unless the description states differently.  The 
  floors, walls, and ceilings are smooth.  Unless otherwise 
  noted, the corridor width remains a constant 5 or 10 feet, 
  as shown on the map.  Height varies where indicated, but 
  the ceilings are usually 10 feet high in 5 foot wide halls 
  and 12 feet high in 10 foot wide halls.  The interior doors 
  are constructed of metal-bound oak unless the 
  description says otherwise.  All one-way doors in this 
  dungeon can still be accessed “from the wrong side” if 
  closed by a successful DC 30 Open Lock check (or knock 
  spell). 
  � Typical Oak and Iron Door: 2 in. thick; 
  hardness 5; hp 20; Break DC 28; Open Lock (when 
  appropriate) DC 30. 
  � Typical Masonry Wall: 1 ft. thick; hardness 8; hp 
  90; Break DC 35; Climb DC 15. 
  Divination Spells 
   
  Assuming a divination spell used is capable of 
  piercing the planar and physical boundaries of the Tomb, 
  it is still likely to offer a less than complete answer.  
  Acererak and Tenebrous are both shielded from 
  divination by powerful magic, and attempts to locate 
  either of them within the tomb always points the PC to 
  Area 18 (if the false Acererak is still in existence) and 
  then to Area 33 (if the demilich is still in existence). 
  REACHING THE TOMB 
  The PCs have arrived at the site of the Acererak’s last 
  haunt.  Within the Vast Swamp of the Southeastern 
  Flanaess lies a small city, home to the Bleak Academy (an 
  enclave of necromancers drawn to this area by the power 
  of the Tomb).  Assuming the PCs have researched the 
  Tomb prior to their arrival, they are going to be surprised 
  to find the following: 
   
  Where you expected to find a desolate hillside 
  now protrudes a massive skull of black stone, 
  inscribed with unholy glyphs, foul writings, and 
  renderings of rotting, skeletal beings.  Around this 
  grim façade, a city of squat stone spreads away from 
  the enormous skull like a dark scab.  A gate of bone 
  seems to provide the only way through the 20-foot-
  tall wall of pitted black stone that surrounds the 
  city.  The entire area reeks of the sweet-sick smell of 
  death and the miasma of rot. 
   
  Display Illustration #1 as the PCs view Skull City for 
  the first time. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 7 
   
  The PCs will find the City and the Academy 
  completely distracted by the events of COR7-01 Wrath 
  of the Tomb of Horrors.  They easily pass through the 
  gates, into the city, and through the Academy, by 
  whatever means the DM and the players choose to 
  roleplay, eventually arriving at the entrance to the tomb. 
   
  However, if any of the PCs did not recover an Amulet 
  of the Void from one of the first two DM’S CHALLENGE 
  adventures, they face the following optional encounter as 
  they attempt to pass the walls of Skull City, thus enabling 
  them each to possess an amulet (the defenders have 
  enough amulets for the number of PCs without one, 
  mixed amongst the bones of the boneyard(s). 
  Optional Encounter: Recover Amulets (EL 17) 
   
  Despite the chaos ensuing from the events of COR7-
  01 Wrath of the Tomb of Horrors, the PCs have 
  stumbled across one of the few unoccupied defenders of 
  Skull City as they attempt to circumvent the walls. 
  � Boneyard (1): hp 166; see Appendix I. 
  � Bone Nagas (2): hp 135 each; see Appendix I. 
   
  Treasure: amulet of mighty fists +2 (x2), cloak of 
  resistance +5 (x2), pearl of the sirines (x2), diamond dust 
  (1,000 gp), Amulet of the Void (x6). 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Search the remains of the 
  boneyard for Amulets of the Void. 
  THE TOMB OF HORRORS 
  The PCs eventually arrive at a shrine, crafted by the Bleak 
  Academy, in honor of the Tomb.  This is the entrance to 
  the tomb.  A PC must wear an Amulet of the Void to pass 
  into the Tomb here, taking up that body slot.  If PCs 
  experiment, they will find that once they’ve passed areas 
  1 through 3 of the Tomb, they no longer need to wear the 
  amulet until further in the adventure, but do not directly 
  inform them of this.  Any PC not wearing the amulet will 
  find that they cannot pass into the Tomb under any 
  circumstance, and any PC who has not passed areas 1 
  through 3 of the Tomb who removes their amulet finds 
  themselves immediately dematerialized from the Tomb, 
  rematerializing at the entrance. 
   
  This chamber has been constructed to enclose 
  the northern edge of a steep, rocky hill.  The 
  enclosed portion of the hill brackets a cliff of 
  crumbling sand and gravel under an overhanging 
  stone ledge (2o feet up).  Hundreds of flickering 
  candles are set along a rock shelf on the northern 
  and southern walls, the floor, and in candle holders 
  and candelabras, illuminating three excavated 
  tunnel entrances visible in the crumbling loam.  The 
  rough passages seem dark, silent, and ominous; the 
  flickering candle light engenders only shadow play 
  within each opening. 
   
  Display Illustration #2 as the PCs view any of the 
  three openings (they all look alike).  The openings along 
  the southern wall, from West to East, correspond to areas 
  2, 1, and 3 of the Tomb (shifted from their original 
  locations by the planar irregularity overwhelming the 
  Tomb now). 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Take the eastern tunnel. 
  1. 
  FALSE ENTRANCE TUNNEL (EL 12) 
  Display Illustration #3. 
   
  This roughly worked, plain stone corridor is full 
  of cobwebs.  A set of double oaken doors are just 
  visible at the end of the passageway.  The roof 20 feet 
  overhead is obscured by hanging strands. 
   
  Trap:  The ceiling of this tunnel is trapped. 
  �  B U I L T- T O-C O LL A P S E  C E I L I N G 
  CR  12 
  Description If the roof (composed of badly fitting stones) is 
  prodded with any force, or if the doors at the far end of the 
  passageway are opened (onto a blank wall), the tunnel roof 
  collapses, dealing crushing damage. 
  Search DC 27; Type mechanical 
  Trigger touch (ceiling or opening door), Init +6 
  Effect 12d6 bludgeoning damage (Reflex DC 22 half) 
  Duration 1 round, but PCs who failed save are also buried (see 
  Dungeon Master’s Guide, pages 66-67 
  Destruction the only way to destruct the trap is to trigger it 
  from a safe distance  
  Disarm Disable Device DC 27 (each square) 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – This is the wrong tunnel.  
  Take the eastern one. 
  2. 
  FALSE ENTRANCE TUNNEL (EL 10) 
  Display Illustration #4. 
   
  Two separate doors are dimly visible at the end 
  of this roughly worked, plain stone corridor. 
   
  Trap: The ceiling in this hallway is 10 feet high.  The 
  tunnel is trapped. 
  �  C O M P A C T I N G  H A L L W A Y 
  CR  10 
  Description When characters move to within 10 feet of the 
  doors at the end of the hallway, a trigger mechanism in the 
  floor rolls a 10-foot-wide, 20-foot-long stone partition across 
  the chamber from where it was recessed in the east wall (as 
  shown on the map).  Characters that react quickly enough 
  (Reflex DC 22 avoids) can decide whether to escape to 
  freedom or remain trapped with slower compatriots. 
   
  Unfortunately for those who remain behind, the round 
  after the stone partition traps characters in the hallway, the 
  ceiling begins to lower over the course of 4 rounds.  Those 
  who cannot free themselves 5 rounds after the stone 
  partition seals the corridor are pinned and dealt crushing 
  damage.  Possible ways to gain freedom include phase door 
  attempts, disintegrate attempts, a DC 27 Str check to push 
  back the partition, and so forth. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 8 
   
  On the other hand, those who succeed on the Reflex save 
  might decide to hold the stone partition back through brute 
  force (DC 27 Str check) or with a metal implement (+2 bonus 
  to Str check); on a failed attempt, the stone partition is 
  unhindered. 
  Search DC 25; Type mechanical 
  Trigger touch (pressure plate), Init +5 
  Effect 10d6 bludgeoning damage to pinned creatures 
  Duration 10 minutes 
  Destruction AC 10, hardness 8, 1,800 hp, Break DC 50 (stone 
  partition) 
  Disarm Disable Device DC 35 (pressure plate) 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – This is the wrong tunnel.  
  Take the eastern one. 
  3. 
  TRUE ENTRANCE TUNNEL (EL 10) 
  Show Illustration #5. 
   
  Brilliant colors are everywhere, pigments 
  painted on stone are undimmed by the passage of 
  decades.  The floor is a colorful mosaic, featuring a 
  distinct winding path of red tiles forming a 2-foot-
  wide, meandering trail south down the corridor.  A 
  few chips and gaps reveal that cement or plaster 
  covers the underlying stonework of the corridor, 
  and it mostly provides a smooth surface for the 
  many illustrated scenes. 
   
  Characters who wish to catalog the many painted 
  scenes adorning the corridor walls see the following: 
   
  The images depict fields with cattle grazing, a 
  copse with several wolves in the background, 
  slaves—human, orc, elven, and strange human-
  animal mixtures of pig-human, ape-human, and dog-
  human—going about various tasks. 
   
  Certain frescoes are more focused and show 
  rooms of some building—a library filled with many 
  books and scrolls, a torture chamber, and a wizard’s 
  work room. Chairs, windows, boxes, bales, doors, 
  chests, birds, bats, spiders, and all manner of things 
  appear on the walls. 
   
  If characters wish to look more closely at the torture 
  chamber painting (after navigating a small portion of the 
  corridor), refer to area 3A.  If characters wish to look 
  more closely at the wizard’s workroom fresco (again, after 
  navigating a small portion of the corridor), refer to area 4. 
   
  Characters standing at the north end of the corridor 
  who succeed on a DC 30 Spot check see that the floor 
  mosaic hides barely noticeable runes: a message in 
  Common.  Provide Player Handout #1. 
   
  Trap:  Unfortunately for PCs wishing to navigate 
  this corridor, the passage if filled with concealed pits.  
  The southernmost pit trap is shown on the map to host a 
  small tunnel; however, this one-way passage leads only 
  out of area 7, not into it.  Thus, those falling into this trap 
  do not see an opening, though they may detect the edges 
  of the one-way secret door (Search DC 25).  Barring the 
  destruction of the 1-foot-thick stone housing of the wall 
  (possible, though difficult) or a DC 30 Open Locks check 
  (or knock spell), this passage is useful only for those 
  seeking escape from area 7. 
  �  P O I S O N E D  S P I K E D  P I T  T R A P S 
  CR  10  E A C H 
  Description The pits shown on the map are 10 feet deep and 
  concealed by a counterweighted trap door that opens when 
  trod upon (except the northernmost trap door which only 
  opens when triggered; refer to area 4).  PCs who trigger the 
  trap may avoid the fall with a Reflex DC 20. 
  Search DC 30; Type mechanical 
  Trigger touch (trap door), Init +5 
  Effect 1d6 falling damage and melee attack +10 (spikes 1d4 
  piercing plus poison [purple worm poison, DC 24, 1d6 
  Str/2d6 Str]) 
  Duration 1 round 
  Destruction AC 10, hardness 10, 30 hp (each square of pit); AC 
  10, hardness 8, 60 hp, Break DC 28 (each trap door) 
  Disarm Disable Device DC 35 (each trap door) 
   
  Assistance from Allies: 
   
  Acererak – Press YELLOW, BLUE, ORANGE and then 
  walk through the arch on the path. 
   
  Lyzandred – Check behind the torture chamber 
  fresco for a door. 
  3A. TORTURE CHAMBER PAINTING 
  Show Illustration #5 again if PCs show interest in this 
  painting. 
   
  This portion of the fresco illustrates an iron 
  door that evidently confines some sort of a horrid 
  creature (its clawed and scaled hands grasp the bars 
  of its small window) that can be loosed to torment 
  prisoners. 
   
  If the plaster and lath behind the painting of this 
  door is broken, a normal, inward opening door is 
  revealed.  This door opens onto a 20-foot-corridor that 
  connects to area 8. 
  4. 
  WIZARD’S WORKROOM FRESCO (EL 13) 
  Show Illustration #5 again if PCs show interest in this 
  painting and then Illustration #6. 
   
  Two jackal-headed human figures in this 
  painting are portrayed as if holding bronze chest—
  which is real, and protrudes slightly into the 
  corridor! The chest is hinged on the bottom so as to 
  allow the lid to swing down. 
   
  Trap:  The chest is trapped.  The chest’s bottom 
  opens if a stud on top is pressed.  When the chest opens, 
  it appears to be empty, but if a character actually feels 
  inside the chest, he or she can find a rodlike lever that is 
  affixed vertically from the top of the chest. 
  �  P O I S O N  N E E D L E  T R A P 
  CR  10 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 9 
  Description The stud has a poison needle trap, and it can be 
  avoided entirely by pressing the stud with a dagger pommel, 
  or some other object. 
  Search DC 25; Type mechanical 
  Trigger touch (stud), Init +5 
  Effect poison [deathblade, DC 20, 1d6 Con/2d6 Con] 
  Duration 1 round 
  Destruction AC 10, hardness 10, 10 hp (stud) 
  Disarm Disable Device DC 25 (stud) 
  �  P O I S O N E D  S P I K E D  P I T  T R A P 
  CR  12 
  Description The lever in the chest moves easily, and, if it is 
  pulled with any force, a 30-foot-deep pit (spiked and 
  poisoned) opens in the 10-foot area marked on the map 
  (immediately in front of the workroom painting).  PCs may 
  avoid the fall into the 30-foot-deep pit with a Reflex DC 22. 
  Search DC 32; Type mechanical 
  Trigger touch (lever), Init +6 
  Effect 3d6 falling damage and melee attack +10 (spikes 1d4 
  piercing plus poison [purple worm poison, DC 24, 1d6 
  Str/2d6 Str]) 
  Duration 1 round 
  Destruction AC 10, hardness 10, 30 hp (each square of pit); AC 
  10, hardness 8, 60 hp, Break DC 28 (trap door) 
  Disarm Disable Device DC 37 (lever) 
   
  Treasure: Lying among the detritus that gathers 
  around spikes at the bottom of the trap are several bones 
  and a layer of dust.  A DC 15 Search check through the 
  dust reveals the following items: pearl of power (4th level 
  spell), ioun stone (iridescent spindle). 
  5. 
  THE ARCH OF MIST 
  At the south end of the corridor, the red tile path 
  bifurcates. This fork turns east into an arch of mist, and 
  the other leads into the gaping maw of a great green devil 
  (see area 6). 
   
  A section of the red tile path leads into a mist-
  filled stone archway. Three large stones are 
  embedded in the arch. Each has a different hue—
  yellow on the lower left, bluish at the top of the 
  arch, and orange on the lower right. 
   
  If any character stands within 5 feet of the 
  entranceway, the base stones glow yellow on the left, 
  orange on the right, and the keystone 7 feet above glows 
  blue. Show Illustration #7 when this happens. 
   
  The vapors are magical (conjuration; CL 20th) and 
  short of dispelling them (which only suppresses them for 
  1d4 rounds), the mists cannot be dispersed. However, 
  true seeing or other powerful revelatory magic reveals that 
  the passage continues eastward. 
   
  If the archway is entered while it is clouded, those 
  characters doing so are instantly teleported to area 7.  If 
  the glowing stones are pressed in the proper sequence—
  YELLOW, BLUE, ORANGE—the vapors disappear, and the 
  eastward-leading corridor beyond is revealed. 
   
  After pressing the glowing stones in proper 
  sequence, those stepping through the arch on the red tile 
  path are teleported to area 11, while those who pass 
  through off the path are teleported back to the beginning 
  of the entrance corridor (area 3). 
   
  Assistance from Allies: 
   
  Acererak – Press YELLOW, BLUE, ORANGE and then 
  walk through the arch on the path. 
   
  Lyzandred – Check behind the torture chamber 
  fresco for a door. 
  6. 
  FACE OF THE GREAT GREEN DEVIL 
  At the south end of the corridor, the red tile path forks. 
  One section trails into an arch of mist (see entry 5). The 
  other leads to the face of the great green devil. Show 
  Illustration #8. 
   
  A fork of the red tile path leads directly to a 
  leering devil face set in the mosaic at the corridor’s 
  end. The devil’s mouth gapes wide and empty—in 
  fact it is dead black, emitting no hint of light and 
  allowing none entry. 
   
  The mouth opening is similar to a sphere of 
  annihilation (Dungeon Master’s Guide), but this sphere is 
  permanently fixed in place and yawns a little more than 3 
  feet in diameter—room enough to accommodate those 
  who, pursuing a false hope, leap in where they are 
  completely and forever destroyed. 
   
  The whole area radiates evil and magic (necromancy; 
  CL 20th) if a detection attempt is made. 
   
  Assistance from Allies: 
   
  Acererak – The mouth contains certain death unless 
  you have a handful of my remains. 
   
  Lyzandred – The mouth is total annihilation unless 
  you get a pinch of Acererak’s remains. 
  7. 
  THE FORSAKEN PRISON (EL 11) 
  Characters who walk through the mist in area 5 end up 
  here. 
   
  This miserable 10-foot-square iron cubicle 
  appears to have absolutely no means of egress. It is 
  bare of all but dust except for three iron levers (each 
  about 1-foot long) on one wall of the chamber. 
  Discovering the secret trap that covers the floor and the 
  smaller door in the ceiling is quite difficult (Search DC 
  35). If the secret exits are discovered, a DC 25 Disable 
  Device check must also be overcome to open them. Or, 
  characters could work the levers to open the exits. 
   
  The levers move up or down, singly or in 
  combination. Only by throwing all three together 
  upwards or downwards are any results obtained. 
   
  Up: Moving the three levers straight up opens a 
  small trapdoor in the center of the ceiling (10 feet above). 
  The ceiling route is a crawlway some 3 feet square shown 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 10 
  on the map. The map indicates the crawlway turns east. 
  In that area is a plug in the tunnel’s ceiling that is 
  detectable only by those capable of seeing invisible objects 
  who succeed at a DC 25 Spot check (or those who 
  succeed at a DC 25 Search check). If found and opened, 
  the plug provides access up into area 13—however, most 
  will miss this plug. Eventually the small tunnel leads to a 
  one-way door, which opens into the southernmost pit in 
  area 3 as shown on the map. Characters are back to square 
  one! 
   
  Down: Moving the three levers simultaneously 
  down activates a trap. 
  �  P I T  T R A P 
  CR  10 
  Description Pushing the three levers simultaneously down 
  opens the entire floor onto a 100-foot-deep pit with no exit, 
  after which the floor automatically returns to a closed 
  position, sealing any inside the pit until another victim 
  triggers the drop-away again, or until a successful DC 25 
  Disable Device check can be brought to bear upon the doors 
  (possibly made more difficult if no means are at hand to 
  ascend the sheer sides of the 100-foot iron shaft!). 
  Search DC 25; Type mechanical 
  Trigger touch (levers), Init +5 
  Effect 10d6 falling damage (Reflex DC 20 avoids by holding 
  onto one of the levers) 
  Duration 1 round 
  Destruction AC 10, hardness 10, 30 hp (each lever); AC 10, 
  hardness 8, 60 hp, Break DC 28 (each square of floor) 
  Disarm Disable Device DC 25 (levers); DC 35 (floor) 
   
  Creatures: The floor of the pit trap is home to 
  various detritus of past victims, including a colony of 
  voracious tomb motes, who immediately attack any 
  creature that enters their lair. Quarters are tight for full-
  sized characters, but the tomb motes don’t seem to mind! 
  � Tomb Motes (8): hp 27 each; see Appendix I. 
   
  Treasure: Hidden in the dust, bones, and rotted 
  remnants of past victims of the trap are the following 
  items, which characters who succeed at a DC 18 Search 
  check can find: ioun stone (dark blue rhomboid), medallion of 
  thoughts. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Move the three levers up 
  together. 
  8. 
  GARGOYLE LAIR (EL 16) 
  When any door leading to this room is opened, it frees a 
  mutant four armed half-fiend gargoyle of legend from 
  temporal stasis. Show Illustration #9. 
   
  A grotesque, winged humanoid with a horned 
  head and stony hide with a silvery sheen lunges, its 
  four arms each tipped with wicked rocky claws. 
  Around the creature’s neck is a collar studded with 
  huge, gleaming gems. 
   
  Creature: The gargoyle viciously attacks characters, 
  pursuing them if possible, until it is defeated or slain. 
  � Mutant Four Armed Half-Fiend Gargoyle of 
  Legend (1): hp 300; see Appendix I. 
   
  Treasure: Around the creature’s neck is a collar 
  studded with huge, gleaming gems (blue quartz stones of 
  100 gp value each, ten gems total).  Hidden in a secret 
  compartment of the collar is a slip of parchment with the 
  following written on it in magical runes that require a 
  read magic spell to understand; Provide Player Handout 
  #2. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – A series of secret doors leads 
  you through.  The exposed doors are of no use. 
  9. 
  COMPLEX OF SECRET DOORS (EL 10) 
  A total of ten small rooms are connected off area 8 
  (initially through obvious doors). One of the doors that 
  leads from area 8 goes to a dead end via a series of obvious 
  doors, while the other door in area 8 eventually provides 
  a route to reach area 10 through a series of secret doors. 
   
  The following description applies to each chamber: 
   
  This small chamber is empty of scent, stain, or 
  decor. Only the dense layer of dust reveals the 
  uncounted years since any moved through this 
  chamber since the present. 
   
  Finding each secret door in each area marked on the 
  map is relatively easy with a DC 25 Search check. 
  However, each secret door is marked on the map by a 
  letter indicating the unique method where by the door is 
  opened. Each method differs from that of the previous 
  door. 
   
  The various secret doors open as follows: 
  A. Pull down. 
  B. Pivots centrally. 
  C. Pull inward and up at bottom. 
  D. Slides up. 
  E. Double panels pull inward. 
  F. Slide left. 
  G. Seven studs—press all and door opens; 1 and 7 
  trigger a swinging door trap (which also opens the 
  door). 
  �  S W I N G I N G  D O O R  T R A P 
  CR  10 
  Description Pressing studs 1 and 7 swings the door forcibly 
  against those standing in front of it. 
  Search DC 25; Type mechanical 
  Trigger touch (studs), Init +5 
  Effect melee attack +10 (10d4 bludgeoning damage) 
  Duration 1 round 
  Destruction AC 10, hardness 8, 60 hp, Break DC 28 (stone 
  door) 
  Disarm Disable Device DC 25 (studs), DC 35 (door) 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 11 
   
  Note: Contemporary D&D® rules don’t normally 
  support the minutia involved in how a particular secret 
  door is opened; however, the essence of this secret door 
  complex requires this level of attention to avoid making 
  the navigation of this area nothing more than a 
  mathematical exercise.  PCs must figure out exactly how 
  to move the door, describing it in detail to the DM until 
  they get the right action. 
   
  Traps: To further complicate matters, a magic force 
  arrow trap contained within each room randomly targets 
  a character in each room each round. 
  �  M A G I C  FO R C E  A R R O W  T R A P S 
  CR  10  E A C H 
  Description Each round, a magic force arrow trap in each room 
  targets a character in that room.  Characters may first 
  attempt to disable each of these traps; however, unless the 
  magical effect suffusing each is dispelled (transmutation; CL 
  20th), a disabled trap reassembles itself in 1d4 rounds. 
  Search DC 25; Type magic 
  Trigger location, Init +5 
  Effect +10 ranged (10d4 force damage) 
  Duration permanent 
  Destruction AC 25, 45 hp (each room) 
  Disarm Disable Device DC 35 (each room) 
  Dispel DC 31 (each room) 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Pull down, pivot centrally, 
  pull inward and up at bottom, slide up, double panels pull 
  inward, slide left, push all seven studs. 
  10. GREAT HALL OF SPHERES 
  Overlap: The Negative Energy Plane and this hall 
  overlap more than in most other places in the Tomb.  
  This has the following effects on anyone who is in this 
  hall (including 10A, 10B): 
  • 
  Spells and spell-like abilities that use negative 
  energy are maximized (as per the feat).  Class abilities 
  that use negative energy, such as rebuking or 
  controlling undead, gain a +10 bonus on the roll to 
  determine HD affected. 
  • 
  Characters take a -10 penalty on Fortitude saving 
  throws made to remove negative levels bestowed by 
  an energy drain attack. 
  • 
  Living creatures take 1d6 points of negative energy 
  damage per round.  At 0 hp or lower, they crumble 
  into ash. 
   
  Characters normally gain entry to this room through 
  area 9 or 13. Once they enter, show Illustration #10 (shows 
  the GREEN, YELLOW, PINK, and BLACK spheres, see below) 
  and read the following text: 
   
  The floor of this long, wide hall is inlaid with 
  tiles, and the walls and ceiling are painted with 
  figures of animals and strange signs and glyphs. 
  Humans and humanlike creatures hold painted 
  spheres, each a different color from the next. 
   
  Some of the spheres are merely painted walls as they 
  appear. Others are illusory (illusion; CL 20th) and are 
  easily bypassed with a touch. 
   
  The figures and their corresponding spheres appear 
  as follows on the west wall, from north to south: 
  • 
  GOLD sphere held above head by a naga. The sphere 
  is an illusory veil (see above) covering a crawlway to 
  area 11. 
  • 
  ORANGE sphere held waist high by a mummy. The 
  sphere is an illusory veil covering a false door 
  leading to a trap (see area 12). 
  • 
  PURPLE sphere held at feet by a minotaur. 
  • 
  BRONZE sphere held waist high by a nymph. The 
  sphere is an illusory veil covering a false door 
  leading to a trap (see area 12). 
  • 
  GRAY sphere held at shoulder by an owlbear. 
  • 
  BRIGHT BLUE sphere held at feet by a sahuagin. The 
  sphere is an illusory veil covering a crawlway leading 
  to area 10B. Any character that stands next to this 
  sphere (whether she pierces the veil or not) is 
  subject to a dominate person attempt (DC 23 Will 
  save).  See entry 10B for more information. 
  • 
  WHITE sphere held above head by a red slaad. 
  • 
  TURQUOISE sphere held at shoulder by a satyr. 
  • 
  SCARLET sphere held waist high by a mind flayer. 
  • 
  PALE GREEN sphere held at feet by a medusa. 
   
  The figures and their corresponding spheres appear 
  as follows on the east wall, from north to south: 
  • 
  PALE BLUE sphere held at shoulder by a werewolf. 
  • 
  SILVER sphere held at feet by a four-armed gargoyle. 
  The sphere is an illusory veil covering the secret one-
  way door leading to area 9. 
  • 
  GREEN sphere held high above head by a half-orc. 
  • 
  YELLOW sphere held at shoulder by a falconheaded 
  creature. 
  • 
  PINK sphere held high above head by a yuan-ti. 
  • 
  BLACK sphere held at feet by a hydra. The sphere is 
  an illusory veil covering a crawlway leading to area 
  14. 
  • 
  PALE VIOLET sphere held at shoulder by a kuo-toa. 
  • 
  RED sphere held waist high by a skeleton. The 
  sphere is an illusory veil covering a crawlway leading 
  to area 13. 
  • 
  BUFF sphere held at feet by a white- bearded human 
  wizard. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 12 
  • 
  INDIGO sphere held high above head by a batwinged 
  woman. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – The black sphere is the 
  answer. 
  10A. 
  MAGIC ARCHWAY 
  At the south end of the corridor is an arch of mist. 
   
  A mist-filled stone archway lies at the end of the 
  wide hall of colored spheres. Three large stones are 
  embedded in the arch. Each has a different hue—
  olive on the lower left, russet at the top of the arch, 
  and citron on the lower right. 
   
  If any character stands within 5 feet of the 
  entranceway, the base stones glow olive on the left and 
  citron on the right, while the keystone 7 feet above glows 
  russet. Show Illustration #7 when this happens. 
   
  The vapors are magical (conjuration; CL 20th) and 
  short of dispelling them (which only suppresses them for 
  1d4 rounds), the mists cannot be dispersed. However, 
  true seeing or other powerful revelatory magic reveals that 
  beyond the archway is only a blank wall. 
   
  No matter which stones are pressed in what order, 
  the archway remains clouded and veiled.  All living 
  matter that passes beneath the arch is teleported to area 3, 
  while nonliving matter is teleported simultaneously to 
  area 33. In other words, characters stepping through 
  appear in the entry tunnel without equipment and nude, 
  while everything else appears in the crypt of the 
  demilich. While cruel, it is most entertaining for the 
  DM… 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – The archway leads where you 
  do not want to go. 
  10B. 
  BRAIN IN A JAR (EL 17) 
  The crawlway opens into a cluttered, forgotten 20-foot by 
  20-foot chamber. 
   
  Dust covers the remains of a wizard’s storeroom 
  like snow. Fallen shelves, smashed crockery, glass 
  shards from dozens of smashed potion vials, and 
  corroded alchemical tools litter the floor. However, 
  in the northwest corner of the room, something 
  gray and shriveled sloshes within a grimy glass 
  canister. 
   
  Creatures: Acererak experimented with other ways 
  to find immortality before settling on lichdom—the 
  preserved brain in a jar found in this chamber is one of 
  those early, forgotten experiments. 
   
  The disembodied brain in a jar found in this 
  chamber is quite mad, and it initially attempts to dominate 
  the first creature it senses at the mouth of the tunnel 
  leading into this chamber. (It can sense through the 
  illusory veil without difficulty.) If successful, the brain 
  orders its newly dominated slave to make no overt 
  reaction, but to later attack its fellows as sneakily as 
  possible, and bring their remains back to the chamber. 
  Otherwise it uses its mind thrust ability on any other 
  creature in range that it can sense. 
  � Brain in a Jar Tomb Warden 3 Ur-Priest 8, 
  Advanced Evolved Spellstitched (1): hp 174; see 
  Appendix I. 
   
  Treasure: The remains of past victims of the brain in 
  a jar are strewn about this chamber. A DC 15 Search 
  check brings to light a bag of cut sapphires worth a total 
  of 5,000 gp, pearl of power (6th level spell), scarab of protection, 
  figurine of wondrous power (obsidian steed), helm of telepathy.  
  The brain in a jar also possesses some items as well: periapt 
  of wisdom +6, ioun stones (pink and green sphere, lavender and 
  green ellipsoid), stone of good luck, bracers of armor +8. 
  11. THREE-ARMED STATUE 
  The crawlway opens into small chamber that contains a 
  sculpture (show Illustration #11): 
   
  A broken, 8-foot-tall statue of a four-armed 
  gargoyle squats here, alone and in the dark. Its three 
  remaining hands appear as if in positions of 
  supplication, or need. 
   
  A DC 18 Spot check reveals the broken-off fourth 
  arm of the statue on the floor nearby. The statue 
  emanates magic if the PCs use a means of detection 
  (transmutation and conjuration; CL 20th). 
   
  No amount of fooling with the broken arm enables 
  its reattachment. However, a DC 15 Spot check reveals a 
  concavity in the palm of each of the three still attached 
  hands. The concavities are each about 1 inch in diameter, 
  but are empty. The broken hand possesses no such 
  concavity. 
   
  Development: Experimentation or a DC 20 Int 
  check suggests that each concavity is the perfect size for a 
  large gem (at least 100 gp value). 
   
  If three large gems of any mineral variety are placed 
  within the hands, the stony digits close and crush them 
  to powder, dump the grains on the floor, and return to 
  their initial positions. If this is repeated twice more, and 
  nine gems are so crushed, the tenth triggers the statue to 
  speak the following words in harshly accented Common: 
   
  “Your sacrifice was not in vain. Look to the 
  fourth to find your gain.” 
   
  As these words are spoken, an invisible special gem of 
  seeing appears in the palm of the broken-off arm of the 
  statue.  The gem can be discovered only by feel with a 
  successful DC 21 Search check (or if someone can see 
  invisible objects). Once found, the gem of seeing must be 
  wiped free of a magical substance causing its invisibility 
  before it can be seen or used. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 13 
   
  Note that if the arm is carelessly moved, the gem 
  falls off and rolls to a corner of the chamber, potentially 
  alerting characters by the sound it makes that something 
  strange is going on. 
   
  Treasure: The special gem of seeing, once wiped clean 
  and visible, is an oval diamond, with two flat and 
  polished sides, very clear, and about 1 inch in diameter by 
  1/4-inch thick. Unlike standard gems of seeing, it operates 
  multiple times per day, but only for a total of twelve 
  times for a period of 1 minute with each use, then 
  shatters, becoming useless.  It also will shatter if removed 
  from the Tomb. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Three gems in, one gem out. 
  12. TRAPPED FALSE DOOR (EL 12) 
  Trap: At this location, a false door hides a spear trap. 
  �  F U S I L L A D E  O F  S P E A R S  T R A P 
  CR  12 
  Description When one of these doors is opened, the trap is 
  triggered.  Each PC in a 30 foot cone emanating from the 
  door is targeted until the door is closed or the duration ends. 
  Search DC 27; Type mechanical 
  Trigger touch (door opened), Init +6 
  Effect ranged attack +12 (12d4 piercing damage) 
  Duration 15 rounds 
  Destruction AC 10, hardness 5; hp 20; Break DC 28 (door) 
  Disarm Disable Device DC 39 (door) 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – If you open this door, you’ll 
  get the point, but not the one you were looking for. 
  13. CHAMBER OF THREE CHESTS (EL 
  VARIES) 
  The crawlway veiled by the illusory red sphere in area 10 
  comes to an apparent dead end, though a DC 20 Search 
  check easily reveals the secret door leading to area 13. 
   
  Trap: Opening the secret door triggers the annoying 
  catapulting trap that deposits all those affected into this 
  room (area 13 is set 10 feet below the level of the area 10 
  and the connecting crawlway). 
  �  C A T A P U L T I N G  T R A P 
  CR  10 
  Description When the secret door is opened, all PCs within 10 
  feet of the door are catapulted into the room.  PCs may avoid 
  being flung into the room with a Reflex DC 20. 
  Search DC 25; Type mechanical 
  Trigger touch (open door), Init +5 
  Effect 10d6 falling damage 
  Duration 1 round 
  Destruction AC 10, hardness 5; hp 20; Break DC 28 (door) 
  Disarm Disable Device DC 25 (door) 
   
  Those that are catapulted into or enter area 13 see 
  chests (show Illustration #12): 
   
  The chamber is bare but for three conspicuous 
  chests, each about 4 feet long, 2 feet wide, and 3 feet 
  deep. One appears to be of gold, the second is silvery, 
  and the third is constructed of hardy oak banded 
  with thick bronze. 
   
  Each of the three chests offers its own challenge. 
  Each “chest” is affixed to the floor—in fact, each is a 
  dungeon feature, not a separate moveable object. 
   
  A DC 25 Search check locates a floor plug in the 
  chamber that leads down into a crawlway described in 
  area 7. The crawlway leads between area 7 and the 
  southernmost pit described in area 3. 
   
  GOLD CHEST (EL 18): This chest emanates magic of 
  the school of conjuration (CL 20th). When opened, this 
  chest automatically calls a nagahydra, which attacks any 
  PCs in the room. 
  � Nagahydra (1): hp 176; see Appendix I. 
   
  SILVER CHEST (EL 12): This chest does not detect as 
  magical. When opened, this chest doesn’t reveal its 
  trap—only when the revealed clear crystal box 
  containing a silver ring is lifted clear of the box is the 
  fusillade of darts trap triggered. 
  �  F U S I L L A D E  O F  D A R T S  T R A P 
  CR  12 
  Description Only when the revealed clear crystal box 
  containing a silver ring is lifted clear of the box is the 
  fusillade of darts trap triggered.  It affects anyone within the 
  room until the chest is closed or the duration ends. 
  Search DC 27; Type mechanical 
  Trigger touch (box lifted), Init +6 
  Effect ranged attack +12 (12d4 piercing damage) 
  Duration 15 rounds 
  Destruction AC 10, hardness 5; hp 15; Break DC 23 (chest) 
  Disarm Disable Device DC 39 (chest) 
   
  Treasure: The silver chest holds a clear crystal box 
  (itself worth 1,000 gp) in which nestles manual of bodily 
  health +1. 
   
  WOOD CHEST (EL 15): This chest emanates magic of 
  the school of conjuration (CL 20th). When opened, this 
  chest automatically calls a number of creatures, which 
  attack any PCs in the room. 
  � Ragewalker (1): hp 165; see Appendix I. 
  � Golem, Advanced Fang (1): hp 240; see Appendix 
  I. 
  � Living Spell, Chilling Fog (1): hp 81; see 
  Appendix I. 
  � Living Spell, Living Cloudkill (1): hp 90; see 
  Appendix I. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Open them if you’re greedy, 
  but they won’t move you forward. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 14 
  14. CHAPEL OF EVIL (EL VARIES) 
  The crawlway veiled by the illusory black sphere in area 
  10 comes to an apparent dead end, though a DC 26 
  Search check reveals the secret door leading to area 14. 
  Opening the secret door reveals a temple area. The room 
  is broken up into the larger northern chapel and the 
  narrower southern chapel. 
  Northern Chapel 
   
  Read the following aloud when the characters enter 
  the area: 
   
  Chapel 
  accoutrements 
  fill 
  this 
  chamber, 
  including great wooden pews on either side of a 
  central mosaic path that leads toward an altar on the 
  far side of the room, which is separated from the 
  pews by a wooden railing. Scenes of everyday life are 
  painted on the walls, but all the people are portrayed 
  with rotting flesh, skeletal hands, and worm-ridden 
  orifices. Yet depicted amidst these disturbing 
  portraits are various symbols of readily recognized 
  benevolent deities. 
   
  Symbols (EL 12): The symbols of the various gods 
  painted on the side walls (Allitur, Beory, Berei, Boccob, 
  Ehlonna, Joramy, Myrhiss, Obad-Hai, Pelor, Ralishaz, 
  Rao, St Cuthbert, Tritherion) radiate a faint aura of good 
  and emanate magic of the school of conjuration (CL 20th). 
   Each time any of the symbols is touched, four swarms 
  are called into existence in the four corners of the 
  northern chapel.  They attack the PCs immediately. 
  � Bloodmote Clouds (2): hp 90 each; see Appendix 
  I. 
  � Locust Swarm, Bloodfiend (1): hp 105; see 
  Appendix I. 
  � Mageripper Swarm, Advanced (1): hp 122; see 
  Appendix I. 
  � Shredstorm (1): hp 105; see Appendix I. 
   
  Pews (EL 12): The pews are heavy, uncomfortable 
  wooden seats. A DC 21 Search check reveals each is 
  hinged, and they open to reveal a hollow interior. 
   
  Treasure: The northernmost pair of pews each hold 
  40,000 sp. The next pair each contains 5,000 gp. The third 
  pair each contains 2,000 pp, and the front pair each 
  contains a swarm.  If either of the front pair is opened, 
  both swarms rise from within and attack the PCs 
  immediately. 
  � Scarab Beetle Swarms (2): hp 135 each; see 
  Appendix I. 
  Southern Chapel 
   
  Characters who direct their attention to the 
  southern part of the chapel see the following: 
   
  Behind the wooden railing is an opalescent blue 
  altar, which is set before a tiered dais that supports a 
  well-carved and padded wooden chair. Two large 
  brass candelabra, each holding five white candles, 
  stand on either side of the dais. Two large white 
  pottery urns, each stoppered with brass, sit in each 
  corner. A human skeleton wearing badly rusted and 
  torn black chainmail lies dead in the southwestern 
  portion of the room, one outstretched arm seeming 
  to point into a mist-filled arch on the southern end 
  of the west chapel wall. 
   
  Once characters have moved to stand on the south 
  side of the wooden railing, show them Illustration #13. 
   
  A. Opalescent Blue Altar (EL 14): This block of 
  artificial material glows with inner blue light. The altar 
  radiates a faint aura of evil. Essentially, the altar functions 
  as two consecutive traps: a lightning bolt trap and an 
  exploding altar trap (both evocation, CL 20th). 
  �  L I G H T N I N G  B O L T  T R A P 
  CR  14 
  Description The first time a PC touches the altar, this trap goes 
  off.  It affects an area 40 ft. long and 10 ft. wide (up the aisle 
  toward Northern Chapel). 
  Search DC 29; Type magic 
  Trigger touch (altar), Init +7 
  Effect 14d6 electricity (Reflex DC 24 half) 
  Duration 1 round 
  Destruction AC 10, hardness 8, 60 hp, Break DC 28 (altar) 
  Disarm Disable Device DC 39 (altar) 
  Dispel DC 31 (altar) 
  �  E X P LO D I N G  A L T A R  T R A P 
  CR  14 
  Description The second time a PC touches the altar, this trap 
  goes off.  It affects an area 20 ft. radius around the altar.  This 
  trap destroys the altar completely. 
  Search DC 29; Type magic 
  Trigger touch (altar), Init +7 
  Effect 14d6 fire (Reflex DC 24 half) 
  Duration 1 round 
  Destruction AC 10, hardness 8, 60 hp, Break DC 28 (altar) 
  Disarm Disable Device DC 39 (altar) 
  Dispel DC 31 (altar) 
   
  B. Archway of Glowing Orange: Show Illustration 
  #7 when the PCs closely examine this arch, although 
  none of the stones glow, even when PCs move close.  The 
  arch is filled with a vivid, luminescent orange mist. 
   
  The vapors are magical (conjuration; CL 20th) and 
  short of dispelling them (which only suppresses them for 
  1d4 rounds), the mists cannot be dispersed. However, 
  true seeing or other powerful revelatory magic reveals that 
  the passage continues westward into a 10-foot by 10-foot 
  chamber with no exit. 
   
  If the characters follow the “advice” of the pointing 
  skeleton, a powerful effect requires each character 
  making the trip to make two DC 30 Will saving throws, 
  though characters can choose not to resist the effect. If 
  the first save is failed, the alignment of the wearer is 
  altered as radically as possible — see helm of opposite 
  alignment (Dungeon Master’s Guide). If the second saving 
  throw is failed, the character’s gender switches 
  (characters with no gender are unaffected). 
  
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  Page 15 
   
  Passing through the arch a second time (perhaps to 
  leave the 10-foot by 10-foot room) restores the character’s 
  original alignment (no saving throw) and deals 1d6 
  points of damage, while passing under the arch yet a 
  third time restores the character’s original gender (no 
  saving throw) but instantly teleports the character as if 
  they had passed through the arch in area 10A. 
   
  Characters who enter the arch (or are thrown 
  through by mischievous companions) a fourth time 
  begin the process anew. The spells remove curse, wish, and 
  miracle can restore a character to normal, too. 
   
  C. Slotted Secret Door: A successful DC 21 Search 
  check of the eastern wall in this area reveals a small slot 
  with the letter ‘O’ faintly traced above it. The slot is of 
  sufficient size to accept a coin or a flat gem. It is also just 
  right for insertion of a ring. This slot opens the passage to 
  the east, as described under area 15 below, if a ring is 
  pushed through it. 
   
  Urns (EL 16): The western urn along the south wall 
  is empty, but the eastern urn along the south wall 
  contains a surprise. If opened, an abyssal ant swarm 
  emerges and attacks the opener. 
  � Abyssal Ant Swarm (1): hp 165; see Appendix I. 
   
  Treasure: Amidst the dust at the bottom of the urn 
  lies a bright red stone on a gold chain: a periapt of wound 
  closure. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – A ring in the slot lets you 
  pass. 
  15. STONE GATE 
  A mass of stone in the shape of a great wedge (2-feet 
  wide, 4-feet high, and 10-feet thick) fills the cone-shaped 
  passage shown on the map. A powerful antimagic field 
  (abjuration; CL 20th) infuses the stone, rendering it 
  almost immune to magical tampering. The wedge’s 2-foot 
  wide, 4-foot high leading edge is actually flush with the 
  wall in area 14, and it is situated directly below the slot 
  described at 14C. 
   
  If a ring is pushed through the slot in room 14, the 
  magical mechanism controlling the gate triggers, and the 
  great stone wedge sinks into the floor, allowing entry 
  into the passage. However, the ring (and anything 
  previously pushed through) is crushed and destroyed by 
  the sinking stone. 
   
  If the stone gate is approached from the south 
  (instead of from the chapel), a mere shove causes the 
  block to sink into the floor, allowing easy access back. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – A ring in the slot lets you 
  pass. 
  15A. 
  TRAPPED CORRIDOR (EL 10) 
  Traps: A series of three doors each open onto a pit 
  immediately west of each door. The doors are each 
  slightly stuck (not locked or barred), and require a DC 15 
  Str check to force open. However, if the character or 
  characters who force a door successfully are not 
  specifically prepared to pull up short after the Str check, 
  the character or characters must next succeed on a DC 20 
  Reflex save to avoid triggering and plunging into the pit 
  traps. 
  �  C A M O U F L A G E D  P I T  T R A P S 
  CR  10  E A C H 
  Description The doors are each slightly stuck (not locked or 
  barred), and require a DC 15 Str check to force open. 
  However, if the character or characters who force a door 
  successfully are not specifically prepared to pull up short 
  after the Str check, the character or characters must next 
  succeed on a DC 20 Reflex save to avoid triggering and 
  plunging into the 30 foot deep pit trap. 
  Search DC 25; Type mechanical 
  Trigger touch (trap door), Init +5 
  Effect 3d6 falling damage 
  Duration 1 round 
  Destruction AC 10, hardness 8, 60 hp, Break DC 28 (trap door) 
  Disarm Disable Device DC 25 (trap door) 
   
  Development: By the time a party moving west 
  reaches the third door and associated pit trap, they may 
  be conditioned to simply avoid the trap and pit; however, 
  this third pit trap contains a secret door (DC 24 Search 
  check) that opens onto another section of the tomb, as 
  shown on the map. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Go to the bottom of the third 
  pit for the way forward. 
  16. LOCKED OAKEN DOOR (EL 20) 
  A door heavily bound with iron bands and several locks 
  blocks the corridor. 
   
  Trap: Characters who succeed on a DC 18 Listen 
  check hear far-off music and happy singing, obviously 
  emanating from somewhere beyond. These noises are a 
  facet of a magic trap in the corridor beyond, purposely 
  audible from this side of the door. 
   
  The door is locked and requires an exceptional effort 
  to break due to its heavy reinforcement. Chopping the 
  door to pieces requires attackers to overcome the 
  reinforced door’s hardness and hit points to create a hole 
  large enough for a Medium creature to squeeze through. 
  � Reinforced and Locked Oaken Door: 6 in. 
  thick; hardness 7; hp 100; Break DC 31; Open Lock 
  DC 41. 
   
  The door radiates magic (abjuration; CL 20th). Unless 
  dispelled, the magical ward prevents opening spells, 
  including knock, from having any effect whatever on the 
  door. However, the door is vulnerable to disintegrate or 
  even a passwall. 
  
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  Page 16 
   
  If the door is destroyed or bypassed, observers see 
  the corridor continues north. However, the magic trap 
  operating in this corridor moves into a new phase: The 
  sounds of music and happy singing cease, replaced by the 
  sounds of great confusion (a clatter, the sound of a few 
  people 
  talking 
  at 
  once, 
  the 
  words 
  almost 
  comprehensible) and running (away, north up the 
  corridor), in conjunction with a faint receding glow (very 
  like a torch) apparently 50 feet away, and evidently 
  receding quickly. 
   
  If characters hang back, the noise and light fades—
  whoever was making the noises apparently “escaped”. 
  Those taking the time to examine the corridor even 
  casually note the passage is of smooth white alabaster, 
  and the floor here is a highly polished smoke-gray 
  marble. 
   
  Characters lured into the corridor 30 or more feet 
  activate the primary trap. If characters activate the trap, 
  show the players Illustration #14. 
  �  C O U N T E R W E I G H T  C O R R I D O R  T R A P 
  CR  20 
  Description When one or more PCs step 30 feet down the 
  corridor and overbalance the counter-weighted beam on 
  which the corridor is constructed, it tilts and causes victims 
  to slide forward into a 30 ft. deep lava pit (Reflex save DC 30 
  to run south to avoid the slide). 
  Search DC 35; Type mechanical 
  Trigger location (tilting point), Init +10 
  Effect 20d6 fire damage/round for total immersion, 10d6 fire 
  damage per round for 1d3 rounds after emerging 
  Duration 1 round 
  Destruction AC 10, hardness 8, 900 hp, Break DC 50 (floor) 
  Disarm Disable Device DC 55 (floor) 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Go back before you get 
  burned. 
  17. MAGICAL SECRET DOOR 
  A secret door goes east off the top of a stairwell as shown 
  on the map. The secret door enjoys an extra measure of 
  obscurity in the form of a concealing spell (abjuration; CL 
  20th). This means only exceptional Search checks can 
  locate the door (DC 40 Search check), though a Search 
  check with the aid of a true seeing effect requires only a 
  DC 20. However, the door also enjoys protections similar 
  to the door described in area 16. 
   
  The door is locked and requires an exceptional effort 
  to break due to its heavy reinforcement. Chopping the 
  door to pieces requires attackers to overcome the 
  reinforced door’s hardness and hit points to create a hole 
  large enough for a Medium creature to squeeze through. 
  � Reinforced and Locked Secret Oaken Door: 6 
  in. thick; hardness 7; hp 100; Break DC 31; Open 
  Lock DC 41. 
   
  The door radiates magic (abjuration; CL 20th). Unless 
  dispelled, the magical ward prevents opening spells, 
  including knock, from having any effect whatever on the 
  door. However, the door is vulnerable to disintegrate or 
  even a passwall. 
   
  Assistance from Allies: 
   
  Acererak – Look for the secret door; don’t waste your 
  time with my cheap knock-off. 
   
  Lyzandred – Look for the secret door. 
  18. FEARSOME CORRIDOR 
  Characters who come to the top of the stairs of the west 
  leading corridor see the following: 
   
  The western portion of this corridor is filled 
  with slowly roiling, pale white clouds. 
   
  The mist obscures the final 20 feet of the western 
  corridor, but characters do not initially know that. 
  Characters may also see that a faint haze extends all the 
  way to the top of the stairs of the west-leading corridor 
  (DC 21 Spot check). Unless characters announce an 
  intention to hold their breath or otherwise can avoid 
  breathing in the gas, they must succeed on a DC 23 
  Fortitude save or become panicked for 5 rounds. 
  (Panicked characters take a –2 penalty on attack rolls, 
  saving throws, skill checks, and ability checks, and they 
  run away from the source of their fear as quickly as they 
  can.) 
   
  The gas is mundane, but magically conjured 
  (conjuration; CL 20th), and unless dispelled, even 
  dispersing the gas with wind or through other means 
  only buys 1d4 rounds of clear air. Opening the door to 
  area 18A also temporarily suppresses the conjuration of 
  new gas into the area. 
  18A. 
  FALSE CRYPT (EL 13) 
  Unless the gas in area 18A is dispersed (however briefly), 
  the door hidden by the clouds of gas is discoverable via a 
  DC 15 Search check. When the door is found and 
  opened, characters see the following: 
   
  Thick webs choke a musty stairwell leading 
  downward. 
   
  The webs completely clog the 20 feet of stairs that 
  lead down into room 18A. The webs are magical 
  (conjuration; CL 20th); treat them as a product of a web 
  spell.  If the webs are burned, dispelled, or otherwise 
  bypassed, those who move down to the foot of the stairs 
  can see the rest of the chamber: 
   
  A lone mace lies at the foot of the stairs, which 
  is the entrance to a decayed crypt furnished with 
  rotting divans, broken chairs, and other refuse. All 
  has gone to rot, save for a golden couch on which 
  resides a humanoid clothed in funerary wrappings 
  with a crown upon its head. A jade coffer lies at the 
  foot of the couch. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 17 
   
  The moment any character steps into the chamber, 
  attacks into the chamber through mundane or magical 
  means, or picks up the mace (see mace of lich smiting 
  below), 
  a 
  series 
  of 
  events, 
  magically 
  primed 
  (transmutation; CL 20th), trigger. 
   
  First, the figure (a false Acererak) on the couch 
  begins to rise. Show Illustration #15. A booming voice 
  simultaneously asks the following: 
   
  “Who dares disturb Acererak’s rest? You have 
  found death.” 
   
  Creature: The false Acererak attacks characters until 
  destroyed. The false Acererak is particularly susceptible 
  to the mace of lich smiting (see below).  See Development if 
  the false Acererak is destroyed. 
  � False Acererak (1): hp 74; see sample lich stats in 
  Monster Manual, page 166. 
   
  Tactics: The false Acererak enters combat flinging 
  its most potent spells, beginning with disintegrate, then 
  cone of cold, and so on. However, if any character holds the 
  mace, 
  the 
  false 
  Acererak 
  must 
  succeed 
  on 
  a 
  Concentration check with each spell it casts (DC 21 + 
  level of spell cast) or the spell fails. The false Acererak 
  visibly shrinks from and avoids the wielder of the mace of 
  lich smiting. 
   
  Development: If the mace destroys the false 
  Acererak, the figure instantly withers and disappears in a 
  puff of smoke, and the mace shatters. At the same 
  moment, read or paraphrase the following to your 
  players: 
   
  The room begins to shake and stones rain down 
  from the ceiling. A tremor shoots from north to 
  south through the room, and something grinds in 
  the ceiling. More hunks of stone fall from the 
  ceiling, and the rumbling noise begins to grow, and 
  grow . . . 
   
  The effect is an in-place dungeon delusion effect 
  (illusion; CL 20th). Count down slowly from 10. You can 
  nod or otherwise answer questions (for instance, there is 
  enough time to grab the crown and the jade coffer lying 
  near the couch, but nothing else before you reach 1), but 
  your audible countdown may stampede characters 
  unfamiliar with this Tomb up the stairs. Those who 
  retreat continue to feel the effects of a cave-in, with dust 
  blowing up the stairs behind them, and then bits of stone 
  beginning to fall in the east-west tunnel, then the north-
  south tunnel, and so on as they retreat, with the sounds 
  of loud collapses at the players’ heels . . . If the party bugs 
  out, ask them if they thought the adventure was too hard. 
   
  PCs who actively disbelieve or who attempt to 
  interact with the illusion can attempt a DC 20 Will save 
  to note its illusory effect. Those who stay past the count 
  of 10 or revert to true seeing pierce the illusion: Nothing 
  has changed at all. 
   
  Treasure: The couch on which the false Acererak 
  reclines is covered in thin gold leaf and is worth 200 gp, 
  the gem-studded crown is worth 800 gp, and the magic 
  items it carried (bracers of armor +4, cloak of resistance +1, 
  potion of gaseous form, ring of protection +1, arcane scroll of 
  summon monster IV (CL 8th), wand of magic missile (CL 9th)) 
  retain full market value if looted. The jade coffer itself is 
  worth 200 gp, and contains six potions of cure serious 
  wounds, ten 1,000-gp gems, a robe of blending, and a map 
  purporting to the show the location of a ruin containing 
  rich treasure several hundred miles away (it’s fake). 
   
  Mace of Lich Smiting: Treat this weapon as a +1 
  mace, except when wielded in the presence of a false 
  Acererak. If wielded in the presence of a false Acererak, it 
  glows with a bright golden light. When making attacks 
  against the false Acererak, treat the mace as if it is a +5 
  holy mace of disruption. The false Acererak reacts as if 
  scared of the mace and makes all attacks against the 
  wielder at –2 on attack rolls and –2 on DCs of spells cast.  
  The mace does not gain this power-up against any other 
  foe. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Look for the secret door; why 
  waste your time on an obvious fake. 
  19. LABORATORY (EL 17) 
  This chamber may have once served as Acererak’s 
  laboratory, though looks can be deceiving: 
   
  Shelves line the walls, and each shelf is stuffed 
  with jars, vials, and glass bottles filled with colorful 
  liquids. 
  A 
  large 
  desk 
  stands 
  between 
  two 
  workbenches. A lone mummified hand, herbs, 
  bones, and skulls are scattered about on the 
  workbenches. Clay pots, urns, and rolls of linen are 
  strewn around the floor. Along the south wall stand 
  three large vats, each nearly 4 feet deep and at least 7 
  feet in diameter. 
   
  PCs who check out the jars on the shelves eventually 
  discover they are filled with all sorts of dust and impotent 
  ingredients. The urns and pots apparently once contained 
  unguents, oils, and perfumes, by the smell and stains that 
  remain. 
   
  Save for the vats, the only item of real interest is the 
  mummified hand on one of the benches—in fact, this is a 
  mummified hand as described on page 80 of Libris Mortis. 
   
  The Vats: All three vats still contain, apparently, 
  murky water. Only probing into the water reveals, what, 
  if anything, the water hides. 
   
  The westernmost vat actually does hold dirty water, 
  and nothing else. 
   
  The middle vat contains a weak acid that causes a 
  burning itch to affected flesh and deals 1d4+1 points of 
  damage the round after contact. One half of a golden key 
  is at the bottom of this vat. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 18 
   
  The easternmost vat contains the other half of the 
  golden key from the middle vat—but it also holds a 
  creature! Any character that sticks his hand into the 
  “water” is considered grappled and immediately awakens 
  a dormant arcane ooze as the vat immediately bursts and 
  the ooze expands to its full size. Roll initiative. 
  � Arcane Ooze, Advanced (1): hp 645; see Appendix 
  I. 
   
  Development: The two key halves are magical 
  (transmutation; 20th). If joined, they fuse and form a 
  single key, hereafter referred to as the First Key or Gold 
  Key. 
   
  Assistance from Allies: 
   
  Acererak – Join the two halves of the key together; 
  you’ll need it later.  But watch out for the nasty ooze in 
  the vat. 
   
  Lyzandred – Join the two halves of the key together; 
  you’ll need it later. 
  20. PIT OF TWO HUNDRED SPIKES (EL 10) 
  Trap: A 30-foot-long, 10-foot-deep gap in the corridor is 
  studded with spikes. Observation reveals the spikes are 
  far enough apart for Medium characters to walk between 
  them.  The pit is trapped. 
  �  P R O J E C T E D  S P I K E  T R A P 
  CR  10 
  Description Any pressure whatsoever along the easternmost 
  10-foot section of pit bottom triggers the projected spike 
  trap, potentially over and over again with each step.  Anyone 
  within or above the pit is affected. 
  Search DC 25; Type mechanical 
  Trigger touch (pressure plate), Init +5 
  Effect ranged attack +10 (10d4 piercing damage) 
  Duration 13 rounds 
  Destruction AC 10, hardness 8, 900 hp, Break DC 50 (floor) 
  Disarm Disable Device DC 35 (floor) 
  21. AGITATED CHAMBER (EL VARIES) 
  Characters see some sort of abandoned funeral chamber; 
  show Illustration #16: 
   
  Rotted sofas, several thronelike chairs, small 
  tables, braziers, vases, and dented, chipped, even 
  broken urns lie in disarray about the chamber, as if 
  purposely tumbled and looted. Only the tapestries, 
  featuring weed-grown rocks and greenish scenes of 
  undersea life, seem to have escaped such rough 
  treatment. 
   
  Traps: The entire room is built upon a magical 
  perturbation trap. More lethal by far are the slime 
  tapestry traps that must be moved aside to search the 
  walls behind them (necessary to find the secret door in 
  the western wall with a DC 24 Search check). The slime 
  tapestry trap and the perturbation trap can work in 
  conjunction to disastrous effect. 
  �  P E R T U R B A T I O N  T R A P 
  CR  14 
  Description The entire room is built upon a magical 
  perturbation trap, which has 50% chance to trigger each 
  round any character remains in the chamber or any time a 
  character handles a tapestry.  If triggered, the room shakes. 
  Search DC 29; Type magical 
  Trigger location (room) and/or touch (tapestries), Init +7 
  Effect fall prone (Reflex DC 24 avoids) 
  Duration 1 round 
  Destruction AC 10, hardness 8, 900 hp, Break DC 50 (floor) 
  Disarm Disable Device DC 43 (floor) 
  Dispel DC 31 (floor) 
  �  S L I M E  T A P E S T R Y  T R A P S 
  CR  14  E A C H 
  Description If a tapestry is purposely torn, torn down, or if a 
  tapestry is held back to search behind it for secret doors 
  when the perturbation trap goes off, the slime tapestry trap 
  triggers.  This reverts the tapestry into a green slime which 
  covers a 10-foot-deep and 20-foot-long section immediately 
  in front of where the tapestry hung.  A Reflex save DC 24 
  allows a PC to avoid being engulfed by the slime as it falls by 
  moving away in time (a prone PC does not receive this save). 
  Search DC 29; Type magical 
  Trigger special (see above), Init +7 
  Effect green slime (1d6 Con damage per round, see Dungeon 
  Master’s Guide, page 76) 
  Duration permanent 
  Destruction destroying a tapestry activates the trap 
  Disarm cannot be disarmed 
  Dispel DC 31 (tapestry) 
   
  Treasure and Creatures: A general inventory of the 
  chamber turns up six locked trunks and twenty-four 
  locked coffers: 
  � Locked Trunks and Coffers: hardness 5; hp 15; 
  Break DC 23; Open Lock DC 32. 
  • 
  Coffers 2, 6, 11, and 14 (EL 18 each) contain two 
  abyssal ant swarms. 
  � Abyssal Ant Swarms (2): hp 165 each; see 
  Appendix I. 
  • 
  Coffers 4, 19, and 24 (EL 13 each) contain three 
  scarab beetle swarms. 
  � Scarab Beetle Swarms (3): hp 135 each; see 
  Appendix I. 
  • 
  Coffers 1, 9, and 22 (EL 12 each) contain four 
  different swarms. 
  � Bloodmote Clouds (2): hp 90 each; see Appendix 
  I. 
  � Locust Swarm, Bloodfiend (1): hp 105; see 
  Appendix I. 
  � Mageripper Swarm, Advanced (1): hp 122; see 
  Appendix I. 
  � Shredstorm (1): hp 105; see Appendix I. 
  • 
  Coffers 3, 8, 10, 12, 13, 15, 18, 20, 21, and 23 each 
  contain 1,000 gp. 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 19 
  • 
  Coffers 5, 7, 16, and 17 contain 5 sapphires (1,000 gp 
  each). 
  • 
  Trunks 1, 3, and 4 contain staves: #1: staff of the 
  woodlands, #2: staff of passage, #3: staff of power. 
  • 
  Trunks 2, 5, and 6 (EL 20 each) contain one 
  deathraven swarm. 
  � Deathraven Swarm (1): hp 135; see Appendix I. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – The room is one big trap, but 
  there are some valuables in some of the coffers and 
  trunks. 
  21A. 
  HALLWAY TRAPS (EL 18) 
  Trap: Two pit traps lurk beneath the floor of the hallway 
  beyond entry 21, as shown on the map. 
  �  P I T  T R A P 
  CR  14 
  Description Two 100 foot pit traps wait for PCs who traverse 
  this hallway. 
  Search DC 29; Type mechanical 
  Trigger touch (pressure plate), Init +7 
  Effect 10d6 falling damage (Reflex DC 24 avoids) 
  Duration 1 round 
  Destruction AC 10, hardness 8, 60 hp, Break DC 28 (each 
  square of floor) 
  Disarm Disable Device DC 43 (floor) 
   
  Creatures (EL 18): Two bleakborn lies quiescent at 
  the bottom of the trap that lies at the intersection of the 
  two corridors (the westernmost pit trap).  These 
  bleakborn are unusual for their kind; both are immune to 
  each other’s cold damage.  Furthermore, once that trap is 
  sprung, two entropic reapers are called into existence at 
  the foot of the western stairs which lead to this hallway. 
  � Bleakborn (2): hp 72 each; see Appendix I. 
  � Entropic Reapers, Advanced (2): hp 342 each; 
  see Appendix I. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – You want to head north from 
  the intersection. 
  22. CAVERN OF MISTS (EL 18) 
  Looking into this chamber from outside, characters see 
  the following: 
   
  The corridor opens into a wide room filled with 
  silvery mists shot through with gold streamers. 
   
  The mists, magically generated (conjuration; CL 20th) 
  are poisonous, and any character who enters them who is 
  not holding her breath must make a DC 26 Fortitude save 
  or act as if confused (as per the spell) each round until she 
  succeeds on a saving throw. Make a new saving throw 
  each round—the confusion effect lasts 1 round beyond the 
  round a character successfully saves. There after, the 
  character is immune to the effect. The confusion effect is 
  secondary to the draining melody effect generated by the 
  crypt chanter deeper in the cavern. 
   
  Creatures: Acererak once caged a siren here in the 
  grotto behind the mists, but she escaped years ago (and 
  the demons responsible for returning the tomb to a 
  “pristine” condition after each group of adventurers 
  passed through couldn’t catch her again). Now a crypt 
  chanter lairs here. By coincidence, the crypt chanter 
  looks not unlike the siren once magically bound to this 
  chamber—when characters clear the mist, show them 
  Illustration #17. Unlike the siren, this creature has a 
  “housemate”, an angel of decay who will defend the crypt 
  chanter at all costs.  The crypt chanter and the angel of 
  decay spy the characters when they spy them, assuming 
  they make no special effort to remain in hiding. Roll 
  initiative. 
  � Crypt Chanter Lurking Terror 3 Bard 6 
  Seeker of the Song 5 (1): hp 189; see Appendix I. 
  � Angel of Decay (1): hp 256; see Appendix I. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – You want to head north from 
  the intersection. 
  23A. 
  FALSE HIDES THE TRUE 
  The door at the northern end of this corridor opens onto 
  what is apparently a blank wall—a so-called “false door.” 
  However, the blank stone wall hides a secret door (DC 25 
  Search check) which opens into the corridor beyond. 
   
  Immediately on the other side of the secret door is 
  another secret door, but this one is a secret trap door in 
  the floor (DC 26 Search check). It opens onto a steep 
  flight of narrow stars that spiral down to a 5-foot-wide 
  crawlway that connects into the corridor leading to area 
  24. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Take the secret door in the 
  blank wall and then the one in the floor. 
  23B. 
  TRAPPING CORRIDOR 
  Unlike 
  many 
  other 
  standard 
  doors 
  previously 
  encountered in the tomb, the doors opening onto this 
  corridor are wide double doors, and oddly enough (if 
  noticed; DC 25 Spot check) have recessed hinges that will 
  allow the doors to swing in either direction. 
   
  Magically 
  generated 
  (conjuration; 
  CL 
  20th) 
  poisonous gas that induces sleep fills this corridor 
  section. If either door is opened (the western door, or the 
  northern door on the eastern side of the corridor), the gas 
  instantly expands to fill the corridor or corridors beyond 
  to a distance of 30 feet. Characters caught in the gas must 
  make a DC 28 Fortitude saving throw or fall into 
  enchanted slumber from which no amount of shaking, 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 20 
  slapping, or damage avails to wake them—only the 
  dispersal of the gas, or removing them from the area 
  affected by the gas, returns an affected character to 
  wakefulness. The gas disperses after 10 rounds, and no 
  new gas is generated until both doors opening onto this 
  corridor remain closed for at least an additional 10 
  rounds. 
   
  The pressure differential of the gas escaping this 
  chamber is noted by the stone juggernaut in the chamber 
  beyond this corridor, which emerges from its chamber 
  and moves out to attack creatures lingering in the halls, 
  whether sleeping or awake; see area 23C. 
  23C. 
  STONE JUGGERNAUT (EL 17) 
  Creature: A stone juggernaut docked in the chamber 
  beyond 23B activates whenever the door opens, or when 
  either door opening onto area 23B is opened. All double 
  doors automatically open for the juggernaut. 
   
  The stone juggernaut (show Illustration #18) is a stone 
  golem with a special trample attack instead of a stone 
  golem’s standard slam attacks. The golem was especially 
  designed for these corridor; thus it fills the entire hallway 
  but moves at the speed indicated for a stone golem (20 
  feet [4 5 ft. squares], and rolls back and forth up and 
  down the corridors it can reach. (It can’t get beyond the 
  secret door keyed to 23A, or down into the crawlway that 
  leads to area 24.) It attacks until destroyed (rolling back 
  and forth as necessary) or until it smashes all creatures in 
  its range into pulp. 
  � Stone Juggernaut (1): hp 345; see Appendix I. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – I’d run for the secret trap 
  door at the blank wall before you get run down. 
  24. REINFORCED DOOR 
  At the end of the corridor, characters see the following: 
   
  A door forged of gleaming metallic alloy with 
  massive reinforced hinges bars passage beyond this 
  point. Three vertical slots mar the door’s surface at 
  waist height. Each slot is about 1 inch wide and 3 
  inches long. 
   
  The 1-foot-thick steel door (it’s too expensive for the 
  demons to keep replacing adamantine doors) is suffused 
  with a globe of invulnerability effect. (However, only the 
  door, its hinges, and the stone around the hinges are so 
  affected, allowing it to shed any spell of 4th or lesser 
  level.) The effect cannot be brought down by a targeted 
  dispel magic, but it can be suppressed for 1d4 rounds if the 
  dispel check beats a DC of 22. If the door is removed 
  from the stone that moors it through some determined 
  engineering, it loses all magical abilities. 
   
  The door is locked (DC 45 Open Lock check), but 
  opens of its own accord if three sword blades are 
  simultaneously shoved into the slots. 
   
  Note: Once open, the door automatically swings 
  closed 5 rounds later. In addition to the invulnerability 
  effect, the door enjoys a magical hardness (which can be 
  suppressed for 1d4 rounds as the invulnerability effect) 
  that allows it to mash any metal less deformable than 
  adamantine that someone may put in place to hold it 
  open. A character trying to hold it open needs to make a 
  DC 30 Str check each round to hold it open. 
   
  From inside (area 25), no slots or other obvious 
  methods can get the door open again. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Three sword blades will open 
  the door, but the room behind is dangerous the moment 
  you enter. 
  25. PILLARED THRONE ROOM (EL 18) 
  Overlap: The Negative Energy Plane and this room 
  overlap more than in other places in the Tomb.  This has 
  the following effects on anyone who is in this hall 
  (including 25A, 25B, 25C, and 25D): 
  • 
  Spells and spell-like abilities that use negative 
  energy are maximized (as per the feat).  Class abilities 
  that use negative energy, such as rebuking or 
  controlling undead, gain a +10 bonus on the roll to 
  determine HD affected. 
  • 
  Characters take a -10 penalty on Fortitude saving 
  throws made to remove negative levels bestowed by 
  an energy drain attack. 
  • 
  Living creatures take 1d6 points of negative energy 
  damage per round.  At 0 hp or lower, they crumble 
  into ash. 
  • 
  Each round, those within this room must make a DC 
  25 Fortitude save or gain a negative level.  A creature 
  whose negative levels equal its current levels or HD 
  is slain, becoming a wraith. 
   
  The characters see a massive room filled with pillars; 
  show Illustration #19: 
   
  Scores of massive columns hold up a ceiling 
  tiled in dark stone. Across a gulf of darkness, 
  something glitters with orange light. 
   
  This large chamber contains many features, which 
  are described below. The ceiling here is 30 feet high. The 
  orange light is the gem at area 25C.  If any PC touches a 
  pillar, the gem (at 25C), or steps on the dais (at 25D), a 
  dream vestige is summoned into the room. 
  � Dream Vestige (1): hp 179; see Appendix I. 
   
  Pillars: These pastel-colored, 3-foot -diameter pillars 
  are each home to a magical charge (transmutation; CL 
  12th) that is released if touched. Anyone touching a pillar 
  (purposely or accidentally) must make a DC 22 Will 
  saving throw or float upwards as if affected by a levitate 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 21 
  spell, but not under his or her own control. 
  Unfortunately, there is nothing on the ceiling with 
  which one can get a good grip. Worse, a noticeable draft 
  (in the upper air) sweeps all characters so affected toward 
  the area keyed to the devil faces at areas A or B at a rate of 
  30 feet per round. The effect is broken if a character 
  receives a remove curse or a dispel magic against a dispel 
  check DC of 31. Otherwise an affected character soon 
  finds out where the breeze leads . . . Those initially closer 
  to A are drawn there, those closer to B are drawn there. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Touch the silver end of the 
  scepter to the inlay. 
  25A. 
  DEVIL FACE 
  As a character approaches, show the player what seems to 
  be sucking in air here: Illustration #8. This devil face is set 
  near the ceiling (25 feet above the floor). Any creature 
  that comes within 5 feet of the face is sucked in 
  (automatically if suffering from the levitation curse of the 
  pillars, or on a failed DC 20 Reflex save or Strength check 
  if otherwise). Luckily, the effect is not annihilation; 
  instead all sentient characters are teleported and “spat 
  out” of the face at area 6, while all their belongings are 
  teleported to area 33. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Avoid the devil faces. 
  25B. 
  DEVIL FACE 
  As a character approaches, show the player what seems to 
  be sucking in air here: Illustration #8. However, this face 
  has a bluish cast. This devil face is set near the ceiling (25 
  feet above the floor). Any creature that comes within 5 
  feet of the face is sucked in (automatically if suffering 
  from the levitation curse of the pillars, or on a failed DC 
  20 Reflex save or Strength check if otherwise). Affected 
  creatures and objects are teleported to area 27A. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Avoid the devil faces. 
  25C. 
  CHARRED REMAINS 
  When characters look here, show Illustration #20 and read 
  the following text. 
   
  Cinders, ashes, charred bones and skulls, and 
  the crisped and blackened remains of gear, clothing, 
  arms, and armor are strewn about a huge, glowing 
  orange gem. 
   
  The gem detects as evil (overwhelming) and magical 
  (universal; CL 20th); it is a gem of cursed wishing. 
  Gem of Cursed Wishing: The gem of cursed wishing 
  grants a wish, but it perverts the wish made so that no 
  matter the wish, the desire of the holder is perverted, 
  reversed, or otherwise foully twisted such that the holder 
  (and any other hoping to benefit by the wish) is instead 
  hurt. For instance, wishing a friend back alive might kill 
  another friend, or disperse the remains; the DM makes 
  the final call. 
   
  Description: This shining orange gem is the size of a 
  fist. Once the wish is made, the gem pulses a searing, 
  hellish red. 
   
  Activation: Anyone who touches the gem is 
  telepathically infused with the certain knowledge that 
  the gem can grant one wish to its holder. A holder 
  activates it by making a verbal wish. 
   
  Effect: Once the wish is made, it turns red as 
  mentioned above; ask for initiative, and roll for the gem, 
  too. Characters can take any action they desire if they act 
  before the gem, but on the gem’s turn, it explodes in a 
  searing ball of hellfire in a 15-foot radius that deals 200 
  points of fire damage to all creatures; it deals 70 points to 
  those who succeed on a DC 30 Reflex save. The gem 
  remains as a noisome mass of stinking purplish mold that 
  bubbles and chuckles. In one week, the mass reforms as a 
  glowing orange gem capable of granting one more wish. 
   
  Aura/Caster Level: Overwhelming universal. CL 20th. 
  Weight: 1/2 lb. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – The gem is way too hot to 
  handle. 
  25D. 
  EBONY DAIS AND SILVER THRONE 
  See Illustration #21. 
   
  A stark black dais holds an obsidian throne 
  inlaid with silver and ivory skulls. A crown and 
  scepter rest upon the throne. The crown is golden, 
  while the scepter has a silver end, and one of gold. 
   
  Both the crown and the scepter are magic items 
  keyed to this chamber. A search of the throne reveals a 
  few things, including a small replica of the crown inlaid 
  in silver upon the lower front panel of the seat (DC 15 
  Search), and a secret door below the throne (DC 32 
  Search), though it can be opened only by some sort of 
  magic key. (In fact, touching the silver end of the scepter 
  to the inlay induces the throne to sink, revealing a 5-foot-
  wide passageway to the south, toward area 28.) 
   
  Golden Crown: This gold crown contains several 
  enhancements, though most of them are keyed to area 25 
  of the tomb. 
   
  Description: This gold crown is a small replica that is 
  inlaid in silver. 
   
  Activation: Anyone who wears the crown learns of its 
  powers. 
   
  Effect: 
  If 
  worn, 
  the 
  wearer 
  is 
  immediately 
  telepathically visited with the information that the crown 
  cannot be removed unless the scepter is touched to it—
  see specifics under the gold and silver scepter description. 
  The wearer can also immediately see within the throne 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 22 
  room as if in normal daylight. Also, the wearer is immune 
  to the levitation effect of the pillars. 
   
  However, the crown cannot leave the chamber. If 
  teleported out, it immediately returns with its wearer (if 
  still worn). The wearer cannot physically walk out of the 
  chamber and must remove the crown to do so. 
   
  Aura/Caster Level: Overwhelming transmutation 
  [evil]. CL 20th. Weight: 1/2 lb. Price: 2,500 gp. 
   
  Gold and Silver Scepter: This gold and silver 
  scepter contains a few enhancements keyed to area 25, or 
  to the golden crown. 
   
  Description: One end of the scepter is a ball of gold, 
  while the other is a sphere of silver. 
   
  Activation: If the silver end of the scepter is touched 
  to the silver inlay of the crown on the throne, the secret 
  door is revealed, as described above. 
   
  Additionally, touching the scepter to the golden 
  crown has another effect that depends on which end is 
  used to touch the crown. 
   
  Effect: If touching the scepter to the golden crown in 
  order to remove it, the wearer must choose between the 
  silver or golden end. If the silver end is touched to the 
  crown, the wearer must make a DC 27 Fortitude save or 
  be instantly snuffed out, turning to a fetid powder that 
  cannot be brought back to life through any means save 
  9th-level effects such as wish or miracle. On a successful 
  save, nothing happens, but the crown does not come off. 
  If the golden knob of the scepter is touched to the crown, 
  the wearer can lift it from his or her head. 
   
  Aura/Caster Level: Overwhelming transmutation 
  [evil]. CL 20th. Weight: 1/2 lb. Price: 2,500 gp. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Touch the silver end of the 
  scepter to the inlay. 
  26. ELECTRIC BLUE (EL 15) 
  Both the small rooms keyed to this entry share the same 
  exterior: 
   
  This small door seems to shimmer with a faint 
  blue light. A sturdy brass ring hangs enticingly at 
  the center of the door. 
   
  Both doors keyed to this entry are unlocked. The 
  western room keyed to this entry is empty of all but dust. 
  The eastern room keyed to this entry is not empty: 
   
  A large wooden sarcophagus rests upon a low 
  stone table. Broken and looted chests, urns, and 
  coffers are scattered about on the floor. 
   
  The sarcophagus contains the parts of a mummy (not 
  an undead creature, exactly, for at this time it is the 
  mummified remains of a human) with wrappings 
  partially undone and tattered, and a huge amethyst just 
  barely visible between the wrappings covering the 
  head—the gem is lodged in one eye-socket. 
   
  Creature: If the mummified corpse is robbed of its 
  gem (or its magic ring; see below), the cursed gem 
  activates (and disintegrates), pulling the spirit of a mummy 
  lord into the corpse, which attacks the characters to the 
  best of its abilities. Note the ring of minor elemental 
  resistance (fire) it wears, hidden beneath the wrappings on 
  the middle finger of its left hand. 
  � Mummy Lord, 10th-Level Cleric (1): hp 132; see 
  Monster Manual, page 190. 
   
  Treasure: The mummy lord possesses: +2 half-plate 
  armor, cloak of resistance +2, ring of minor elemental resistance 
  (fire), brooch of shielding. 
   
  Assistance from Allies: 
   
  Acererak – If you take the gem, you’ll awaken the 
  mummy. 
  27. SCINTILLATING VIOLET (EL 19) 
  The room keyed to this entry has a snazzy exterior. 
   
  This small door seems to scintillate with a faint 
  violet light. A sturdy brass ring hangs enticingly at 
  the center of the door. 
   
  The door opens easily, but it brightens when so 
  pulled, showing tinges of sickly green flickering amidst 
  the violet. Once the door is open, show Illustration #22: 
   
  This 10-foot-square chamber contains many 
  martial war decorations, which consist of crossed 
  swords over round shields. 
   
  A total of eight sets of crossed swords hang on the 
  walls of this room (three on each east and west wall, and 
  two flanking the north and south doors). 
   
  Creature: The decorations are actually just that, at 
  least until someone crosses the threshold of the chamber 
  (or who attacks into the chamber). At that point, a 
  ragewind appears in the chamber and attacks.  If a 
  character is hacked to pieces, surviving decorative sets 
  return to their wall mounts, waiting for the next 
  transgressor. 
  � Ragewind (1): hp 279; see Appendix I. 
   
  Tactics: If a character makes it all the way to room 
  27A, the ragewind ceases attacking that character and 
  vanishes or move on to the next character that crossed 
  the threshold. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – The swords come alive so pass 
  through here quickly if you want to reach the other side. 
  27A. 
  CHAMBER OF HOPELESSNESS 
  Characters who enter or arrive suddenly (as from the 
  teleport trap from the devil face in area 25) in this chamber 
  see Illustration #23: 
  
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  Page 23 
   
  Water spills from a wall basin onto a sodden 
  floor strewn with decayed bones and rotted 
  equipment. Runes are carved in the northern wall. 
   
  Anyone studying the runes who can read Common 
  should receive Player Handout #3. 
   
  The water is safe to drink, but lacking in nutrition as 
  the many skeletons lying here testify. Many fine cracks 
  in the ground make certain that flooding the place by 
  stopping up drainage is impossible. The door to room 27 
  opens easily, but the ragewind there must be dealt with 
  (if it hasn’t already been destroyed); however, the 
  ragewind ceases its attack as soon as the character(s) 
  retreats into the chamber to the north. 
   
  Treasure: Amid the rotting equipment, a few 
  valuables remain. A DC 18 Search check reveals 500 gp in 
  a holed bag, several crushed gems, shattered vials, and 
  broken (and 0 charge) wands, an unbroken potion of reduce 
  person and a +1 flail with the name “Shatterskull” 
  inscribed in Dwarven on the shaft. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – The throne and scepter are 
  the key forward. 
  28. WONDROUS FOYER 
  The narrow passage behind the throne leads to a landing 
  and steps that funnel south. See Illustration #24. 
   
  The steps, wall, and ceiling of this stairwell are 
  each apparently forged of a separate precious or 
  semiprecious metal. A bronze key lies untended on 
  one of the steps. 
   
  The six steps are made of onyx, pink marble, lapis, 
  black marble, serpentine (golden), and malachite 
  (respectively, from lowest to highest). The walls are lined 
  with copper (untarnished and gleaming) panels set 
  between rare woods inlaid with ivory. The ceiling is 
  silvered iron, formed so as to reflect and multiply light. 
  Upon the fourth step is a large, cylindrical key of bronze 
  called the key of antipathy. The doors on the south wall are 
  apparently made of mithral (see area 29). 
   
  Key of Antipathy: This bronze key has an effect 
  that repels creatures. 
   
  Description: This large, cylindrical key is formed from 
  bronze. The key of antipathy appears to work as a normal 
  key, and visually it appears to fit the mithral valves 
  described in area 29 (though on a successful DC 30 
  Search check, a comparison reveals this not to be the 
  case). 
   
  Activation: Touching the key activates its power. 
   
  Effect: This bronze key enjoys an antipathy effect—
  any creature touching it must make a DC 23 Will save or 
  be repelled by an overpowering urge to avoid the key. 
  The compulsion forces them to abandon the key and 
  never touch it again. Even on a successful save, a creature 
  feels uncomfortable touching or using it. 
   
  Aura/Caster Level: Overwhelming enchantment. CL 
  20th. Weight: n/a. Price: 2,500 gp. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Grab the key, you’ll need it 
  later. 
  29. MITHRAL VALVES (EL 16) 
  The doors set on the southern end of area 28 are 14-feet 
  wide and 28-feet tall (and 3-feet thick). They are not 
  forged of mithral; they just appear as if they are. (As in 
  other places, it was too expensive for the demons to keep 
  replacing mithral doors stolen by ambitious tomb 
  looters.) However, in addition to a glamer to give the 
  valves an illusion of mithral, they are suffused with a globe 
  of invulnerability effect that affects only the doors, their 
  hinges, and the stone and metal around the hinges, 
  allowing the valves to shed any spell of 4th or lesser level). 
  The effect cannot be brought down by a targeted dispel 
  magic but it can be suppressed for 1d4 rounds if the dispel 
  check beats a DC of 31. If one or both valves are removed 
  from the stone that moors it through some determined 
  engineering, the valve (or valves) loses all magical 
  abilities. The doors also enjoy a traplike effect called the 
  flood of blood). 
   
  The valves are locked (DC 45 Open Lock check; see 
  Trap below), but offer a tempting keyhole: Where the 
  valves meet, at about waist height, is a cuplike depression, 
  a hemispherical concavity, with a central hole. The hole 
  appears to be the keyhole for the key of antipathy, but if 
  the key of antipathy is inserted, the character doing so is 
  jolted for 2d10 points of electricity damage, while the 
  First Key (obtained from area 19) deals 4d10 points of 
  electricity damage to anyone who inserts it! 
   
  The real key to these great gates is the gold and silver 
  scepter from 25D. If the gold ball is inserted into the 
  depression, the valves swing silently open. If the silver 
  sphere is touched to the hemispherical cup, the character 
  must make a DC 28 Will save or instantly be spat out of 
  the devil’s mouth at 6, while all nonliving materials with 
  him are teleported to area 33. The scepter flashes back to 
  the throne at 25D. 
   
  Trap: If the valves are scratched or nicked, a line of 
  blood appears; if attacked by force significant enough to 
  deal any damage (or if an Open Lock check fails by more 
  than 5), the flood of blood trap is triggered. 
  �  F L O O D  O F  B LO O D  T R A P 
  CR  16 
  Description If the valves take damage, or absorb damage with 
  hardness, or an Open Lock check fails by more than 5, the 
  trap triggers.  The throne/secret door at 25D reseals and 
  locks (Open Lock DC 45 to access again) and the valves gush 
  forth the blood of all those who’ve died in the tomb and 
  floods the room.  A cure critical wounds applied to the valve 
  staunches the flow of blood, as will a heal, two cure serious 
  wounds, or four cure light wounds spells. 
  Search DC 31; Type magic 
  Trigger detection (damaging the valves), Init +8 
  
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  Page 24 
  Effect drowning (Dungeon Master’s Guide, page 304) 
  Duration 4 rounds to fill the room, 24 hours to drain the room 
  Destruction destroying the valves triggers the trap 
  Disarm Disable Device DC 47 (valves) 
  Dispel DC 31 (valves) 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Touch the gold end of the 
  scepter to the depression. 
  30. FALSE TREASURE ROOM (EL VARIES) 
  When characters look into this chamber, show Illustration 
  #25: 
   
  A silvered ceiling reflects a grand room with 
  inlaid ivory and gold tiled walls and a polished agate 
  tiled floor. A hulking black iron demonic sculpture 
  rests in each corner of the chamber, each bearing a 
  distinctive weapon. In addition, the chamber 
  contains a gold filigreed bronze urn from which 
  issues a thin stream of smoke, two iron chests, and a 
  granite sarcophagus which is plainly inscribed with 
  the name ‘ACERERAK.’ 
   
  Most of the features in this chamber are designed to 
  distract and derail characters intent on finding the real 
  treasury of Acererak. 
   
  Antimagic Chamber: The room itself is lined with 
  lead and exists within a customized antimagic field 
  (abjuration; CL 20th), so no spells work within the 
  chamber, and no magical properties of items of any sort 
  properly function except items and spells that detect 
  auras such as magic or evil. Also, the spell-like abilities of 
  the efreeti function normally, as do the enchantments on 
  the contents of the iron chests. 
   
  A. Bronze Urn: This gold filigreed container is the 
  size of a Small creature, and a thin stream of smoke issues 
  from a tiny vent in its brass stopper that is sealed with 
  gold fill. This gold must be pried out to open the urn. If 
  the stopper is removed, an efreeti emerges. If the urn has 
  been battered, knocked about, shaken, overturned, and so 
  on, the efreeti is in a fury and attacks immediately. 
  Otherwise, it is unfriendly and must be dealt with in a 
  diplomatic fashion to coax out a single wish; otherwise it 
  merely leaves (walking from the chamber then plane 
  shifting away). 
  � Efreeti (1): hp 75; see Monster Manual, page 115. 
   
  B. Granite Sarcophagus: The huge outer shell of 
  this stone container is scribed with the name 
  ACERERAK (a DC 20 Spot check reveals that some 
  precious inlay was pried out at some point in the past). 
  The sarcophagus opens with not too much effort (DC 16 
  Strength check) and contains the rotted remnants of an 
  inner wooden coffinlike shell, a few bones, defaced 
  jewelry (precious stones pried out), torn bits of robes and 
  windings, dust, and a broken staff (a DC 15 Knowledge 
  (arcana) check reveals that it was a staff of the magi). If this 
  broken staff is removed from this chamber, the effect of 
  breaking a staff of the magi, long delayed, is visited upon 
  the holder; see page 280 of the Dungeon Master’s Guide.  
  Among the remnants is a shattered skull. (one of 
  Acererak’s previous demilich experiments) 
   
  C. Iron Chests: Each of these massive iron boxes is 
  set into the stone and is triple locked (Open Lock DCs 25, 
  30, and 40, respectively) and each is set with spray of 
  poison needle traps. Both show marks of prying, 
  battering, and so on. 
  �  S P R A Y  O F  P O I S O N  N E E D L E S  T R A P S CR  16  E A C H 
  Description Each chest has a poison needle trap. 
  Search DC 31; Type mechanical 
  Trigger touch (open chest), Init +8 
  Effect ranged attack +16 to each square in room (1 damage plus 
  poison [deathblade, DC 20, 1d6 Con/2d6 Con]) 
  Duration 19 rounds 
  Destruction AC 10, hardness 5; hp 15; Break DC 23 (chest) 
  Disarm Disable Device DC 47 (chest) 
   
  The eastern chest holds 10,000 gems that appear to 
  be of not less than base 50 gp value each, thanks to an 
  illusory effect (illusion; CL 20th) that fades if the gems are 
  removed from the tomb. Each is actually a quartz flint 
  worth at most 1 cp. 
   
  D. Iron Statues: Each iron statue is 9 feet tall and is 
  forged of black iron. The statue to the northeast stands 
  with a saw-toothed two-handed sword raised to strike; the 
  statue to the northwest has a huge, spike-ended mace; to 
  the southeast the sculpture readies a wickedly spiked 
  morning star, and the one in the southwest has a glaive. 
  Each has a magical aura (transmutation; CL 20th), but they 
  are merely hunks of metal; they do nothing. Each has an 
  evil aura as well (overwhelming), and the visage of each 
  of these iron statues is most fearsome and terrifying. 
   
  Those interested in moving the statues may do so 
  with a DC 22 Str check. If the northwestern statue is 
  moved, a pull ring in the floor is revealed. The pull ring is 
  a concealed door that opens into a 10-foot deep, 5-foot 
  wide shaft that opens onto a lower corridor leading west, 
  as shown on the map. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Move the northwest statue to 
  continue forward. 
  31. PHASE EXIT 
  The two one-way doors at the southern end of the two 
  matched hallways (as shown on the map) are magical in-
  dungeon constructions (transmutation; CL 20th) that 
  utilize an effect similar to passwall in that they allow 
  characters approaching from the north to pass as if 
  normal through either door into the east-west corridor to 
  the south. Once through, however, the passage simply 
  doesn’t exist from the south. Once something partly 
  enters the door from the north, it is committed—it 
  cannot stop halfway and return. Thus, a rope or other 
  long object must pass all the way through. Attempting to 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 25 
  pull it back up toward the north is like attempting to pull 
  the wall itself—it acts as if embedded. 
   
  Assistance from Allies: 
   
  Acererak/Lyzandred – Don’t go through these doors; 
  look for the secret door. 
  32. THE TRUE CRYPT? (EL 20) 
  Read this carefully; the room beyond the secret door 
  changes aspects depending on the actions of the 
  characters. 
   
  A. The Secret Door to the True Crypt: A secret 
  door at this location noted on the map leads into the 
  crypt. Discovery of the secret door (DC 25 Search check) 
  reveals a small keyhole. If the First Key (Gold Key from 
  area 19) is inserted or characters succeed on a DC 40 
  Open Lock check, a 10-foot-square section of the wall 
  sinks; it is a stone-sheathed adamantine cube. (Can 
  anyone doubt that the end of the adventure— one way or 
  another—is near?) 
   
  B. The Crypt: Revealed by the sinking cube 
  described above is a 10-foot wide, 20-foot deep cavity 
  with an arched, 25-foot tall ceiling, apparently empty save 
  for a small, square depression a few inches deep in the 
  center of the floor. Careful inspection (DC 25 Search 
  check) reveals a small hole in the depression—another 
  keyhole! 
   
  If the First Key (Gold Key from area 19) is inserted 
  or a DC 45 Open Lock check is failed by 5 or more, the 
  first key trap is triggered. 
  �  F I R S T  K E Y  T R A P 
  CR  14 
  Description If the First Key (Gold Key from area 19) is inserted 
  or a DC 45 Open Lock check is failed by 5 or more, the first 
  key trap is triggered.  It affects an area 20 ft. radius around 
  the lock. 
  Search DC 29; Type magic 
  Trigger touch (keyhole), Init +7 
  Effect 14d6 fire (Reflex DC 24 half) 
  Duration 1 round 
  Destruction AC 10, hardness 20, 4,800 hp, Break DC 60 (cube) 
  Disarm Disable Device DC 43 (cube) 
  Dispel DC 31 (cube) 
   
  If the key of antipathy is inserted into the keyhole and 
  turned, nothing untoward happens; in fact, nothing 
  happens at all, unless the key is completely rotated 
  clockwise three times in succession. If this occurs, the 
  crypt trap is triggered. 
  �  C R Y P T  T R A P 
  CR  20 
  Description If the key of antipathy is inserted into the keyhole 
  and turned, nothing untoward happens; in fact, nothing 
  happens at all, unless the key is completely rotated clockwise 
  three times in succession. If this occurs, the crypt trap is 
  triggered.  It causes the true vault to rise from the floor, 
  filling the entire southern 15-foot section of the 20-foot deep 
  room; this crushes those who fail to get out in time (Reflex 
  DC 30 avoids).  Those crushed are compacted up into the 
  space above the true crypt—a DC 35 Disable Device check 
  can reset the true crypt back into the floor so that trapped 
  (and probably deceased) compatriots and their belongings 
  can be accessed. 
  Search DC 35; Type magic 
  Trigger touch (keyhole), Init +10 
  Effect 20d20 bludgeoning damage each round 
  Duration 21 rounds 
  Destruction AC 10, hardness 20, 4,800 hp, Break DC 60 (cube) 
  Disarm Disable Device DC 55 (cube) 
  Dispel DC 31 (cube) 
   
  After the crypt trap is triggered, the southern 15-foot 
  section of the chamber is filled with a mithral vault. A 
  mithral door with a pull ring is visible, and it opens onto 
  area 33 (inside the mithral vault) with a hard pull (DC 15 
  Str check).  However, no one can pass into the crypt (area 
  33) unless they are wearing an Amulet of the Void 
  (although they can remove it once they are in the crypt 
  itself). 
   
  Assistance from Allies: 
   
  Acererak – Gold key then bronze key thrice, but 
  watch out a rising danger. 
   
  Lyzandred – Gold key then bronze key thrice. 
  33. CRYPT OF ACERERAK (EL 20) 
  When characters open the door at the end of the corridor 
  revealed in 32, show Illustration #26. 
   
  A pile of gems, coins, vials, scrolls, and other 
  items lies immediately inside the door of this 
  mithral vault, but against the rune-scribed far wall is 
  a stone bier. On the bier is a thick layer of dust 
  mixed with bone shards and a gem-encrusted skull. 
   
  Here lingers the demilich Acererak . . . or so it would 
  seem. Most adventurers who reach this “true” crypt die 
  screaming, thinking their souls are being plucked forth 
  by Acererak himself. In truth, the skull described in the 
  mithral vault, while potent and likely ultimately lethal to 
  the PCs, is a lesser demilich created by the real demilich, 
  designed to facilitate his elaborate, ages-long plot. The 
  real demilich resided in his Fortress of Conclusion in the 
  Negative 
  Energy 
  Plane, 
  seeking 
  to 
  merge 
  his 
  consciousness with the fabric of negative energy itself, 
  and so undergo a terrible apotheosis.  Now the vestige 
  Tenebrous has his agents there trying to arrange the 
  same.  Tenebrous expects the PCs to be defeated by the 
  demilich here and their souls used to power his own 
  apotheosis. 
   
  Important Note: Once the PCs enter this room, the 
  symbols on the Amulet of the Void become readable.  Any 
  PC who specifically says they are looking at the Amulet of 
  the Void or who makes a DC 30 Spot check notices the 
  symbols can be read.  Provide Player Handout #4.  PCs who 
  figure out to gather some of the dust here can walk 
  through the face of the green devil in area 6 without 
  being annihilated if they wear the Amulet of the Void and 
  carry the dust.  Those who do will continue their 
  adventure in DM’S CHALLENGE 3 of the HORRORS NEVER 
  
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  Page 26 
  DIE Story Arc (2006-2007).  While destruction of the 
  demilich is desirable, it is not mandatory to proceed to 
  the next adventure.  Furthermore, the demilich may 
  simply be too powerful for many parties. 
   
  Creature: Acererak left behind the dust of his bones 
  and a potent demilich resting in the far recesses of the 
  vault. If the treasure in the crypt is touched, the dust 
  swirls into the air and forms a man-like shape. In 
  previous decades, the form, while seeming to threaten, 
  couldn’t hurt intruders unless they interacted with it. But 
  no more—now the form is a complete illusion (illusion; 
  CL 20th). 
   
  The danger is the demilich, in the form of the 
  jeweled skull (show Illustration #27 if PCs study the skull 
  or if it attacks). In prior decades, the skull was content to 
  wait until touched; however, if any creature touches the 
  treasure or the skull itself, it attacks with its trap the soul 
  power immediately, until it vanquishes all foes. 
  � Demilich (1): hp 108; see Appendix I. 
   
  Developments: If the demilich is destroyed, each 
  character trapped in a gem must make a DC 28 Will 
  saving throw. A failed save indicates the demilich drained 
  the soul and devoured it before being destroyed. Those 
  who succeed are not destroyed, but their soul remains 
  trapped in a gem; this is evidenced by a faint inner light 
  (and the character is visible as a tiny figure within the 
  gem if viewed with true seeing or similar effects). 
   
  Treasure: The pile of coins and items include the 
  following items: 
  • 
  All the items from characters who lost their 
  equipment through various tomb traps. 
  • 
  Ninety-seven 10 gp gems and three huge gems (a 
  1,000 gp peridot, a 5,000 gp emerald, and a 10,000 gp 
  black opal). 
  • 
  Gems set in the demilich construct: two jewels set 
  into the eye sockets (5,000 gp rubies) and 6 pointed 
  (marquis cut) diamonds set as teeth in the jaw (each 
  diamond worth 1,000 gp). 
  • 
  The demilich’s possessions: bracers of armor +8, ring of 
  protection +5, ring of wizardry IV. 
  • 
  Three jars of Keoghtom’s ointment, two jars of stone 
  salve, two jars of Nolzur’s marvelous pigments, and a 
  potion of greater magic fang +5. 
  • 
  A book of infinite spells, a ring of regeneration, a 
  metamagic rod (empower), an instrument of the bards 
  (Ollamh Harp) (Complete Arcane), and a staff of frost. 
  • 
  A dagger of defense (Complete Adventurer), a desert’s heart 
  (Arms & Equipment Guide), skullshaker hammer (Arms 
  & Equipment Guide), and a sun blade. 
  • 
  A pair of goggles of lifesight and a wrapped tower (see 
  Libris Mortis, pages 76 and 78). 
   
  Assistance from Allies: 
   
  Acererak – Just grab some dust and head for the 
  green devil.  While this skull isn’t mine, it’s more than 
  dangerous enough. 
   
  Lyzandred – Just grab some dust and head for the 
  green devil. 
  ADVENTURE QUESTIONS 
  To enable the Campaign to track the results of this 
  adventure and this apply these results to the 
  development of future adventures in the story arc, please 
  email your answers to the following questions to Steven 
  Conforti, LIVING GREYHAWK Circle, at scon40@aol.com. 
  1. 
  Did the PCs reach the demilich? 
  a. 
  Yes. 
  b. 
  No. 
  2. 
  Did the PCs defeat the demilich? 
  a. 
  Yes. 
  b. 
  No. 
  3. 
  Did the PCs successfully recover some of 
  Acererak’s dust? 
  a. 
  Yes. 
  b. 
  No. 
  4. 
  Did any of the PCs get trapped in the demilich’s 
  gems? 
  a. 
  Yes, 6 of them. 
  b. 
  Yes, 5 of them. 
  c. 
  Yes, 4 of them. 
  d. 
  Yes, 3 of them. 
  e. 
  Yes, 2 of them. 
  f. 
  Yes, 1 of them. 
  g. 
  No, none of them. 
  ADVENTURE RECORD 
  You’ll want to print out a copy of the Adventure Record 
  for each player. 
   
  Circle the correct gp/xp cap amount for each PC 
  based on their character level when they began this 
  adventure.  Mark off any items they did not find during 
  the adventure.  PCs who reach area 7 or higher earn ¼ 
  the gp/xp for the adventure, PCs who reach area 10 earn 
  ½ the gp/xp for the adventure, PCs who reach area 21 
  earn ¾ the gp/xp for the adventure, and PCs who reach 
  area 33 earn full gp/xp for the adventure. 
   
  If the PCs accepted the offer from Lyzandred (Act of 
  Cooperation - Lyzandred), they gain Lyzandred’s 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 27 
  Reward.  If the PCs accepted the offer from Acererak 
  (Oath of Cooperation - Acererak), they gain 
  Acererak’s Reward.  If the PCs were diplomatically 
  successful with the efreeti, they gain A Wish Owed. 
   
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 1 
  APPENDIX I: ENEMIES 
   
  A B Y S S A L  A N T  S W A R M 
  CR  16 
  CE Diminutive aberration (extraplanar, swarm) 
  Init +5; Senses darkvision 60 ft., Listen +13, Spot +13 
  Languages Abyssal (don’t speak) 
  AC 21, touch 15, flat-footed 20 
   (+4 size, +1 Dex, +6 natural) 
  hp 165 (20 HD)  
  Immune flanking, trips, grapples, bull rushes, spells or effects 
  that target a specific number of creatures (with the exception 
  of mind-affecting effects if the swarm has an Int and a hive 
  mind), critical hits, weapon damage, acid, poison 
  Resist cold 10, electricity 10, fire 10; SR 22 
  Fort +11, Ref +9, Will +15 
  Weakness take +50% damage from area effects and spells (such 
  as splash weapons and many evocation spells); susceptible to 
  high winds; can’t grapple 
  Speed 40 ft. (8 squares), climb 20 ft. 
  Melee swarm (4d6 plus 2d8 acid) or 
  Ranged spit acid +16 ranged touch (2d8) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +15; Grp — 
  Atk Options acid, distraction, penetration 
  Special Actions spit acid 
  Abilities Str 1, Dex 12, Con 16, Int 7, Wis 12, Cha 13  
  SQ hive mind, swarm traits 
  Feats Alertness, Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Point Blank Shot, Skill Focus (Climb) 
  Skills Climb +14, Listen +13, Spot +13 
  Hive Mind (Ex): An abyssal ant swarm has a hive mind, which 
  makes it susceptible to mind-affecting spells.  For purposes 
  of such spells, the swarm is a single creature of the 
  aberration type. 
  Distraction (Ex): Any living creature that begins its turn with 
  an abyssal ant swarm in its space must succeed on a DC 23 
  Fort save or be nauseated for 1 round.  The save DC is Con-
  based.  Spellcasting or concentrating on spells within the 
  area of a swarm requires a Concentration check (DC 20 + 
  spell level).  Using skills that involve patience and 
  concentration requires a DC 20 Concentration check. 
  Acid (Ex): The swarm attack of an abyssal ant swarm deals acid 
  damage in addition to the normal damage of the creatures’ 
  bites and stings.  Also, as a standard action, a swarm of 
  abyssal ants can produce a shower of acidic spittle that works 
  as a grenadelike weapon, dealing 2d8 points of acid damage 
  on a direct hit and 1d4 points of acid splash damage to 
  creatures within 5 feet of the target.  Creatures directly hit by 
  the acid take an additional 1d8 points of damage 1 round 
  when being hit. 
  Penetration (Su): The swarm attack of an abyssal ant swarm 
  penetrates DR as if it were a magic weapon. 
  Skills: Abyssal ant swarms have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb checks, 
  even if rushed or threatened. 
  Description Eight inch long bodies of red and black chitin, 
  glowing blue multi-faceted eyes, and purple mandibles 
  dripping with acid-slime. 
  Sources Fiend Folio 
   
  A N G E L  O F  D E C A Y 
  CR  15 
  CE Large undead 
  Init +6; Senses darkvision 60 ft.; Listen +29, Spot +29 
  Aura rotting aura 
  Languages Common, Abyssal 
  AC 28, touch 15, flat-footed 26 
   (-1 size, +2 Dex, +4 deflection, +13 natural) 
  hp 256 (26 HD); DR 10/adamantine and magic 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  SR 24 
  Fort +14, Ref +18, Will +26 
  Speed 30 ft. (6 squares), fly 50 ft. (poor) 
  Melee 2 claws +25 (2d6+13) and 
  Melee 2 wing slams +20 (1d6+6) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +13; Grp +30 
  Atk Options Cleave, Power Attack, rotting touch 
  Special Actions Combat Reflexes 
  Abilities Str 37, Dex 14, Con —, Int 20, Wis 20, Cha 18  
  SQ undead traits, unholy grace 
  Feats Cleave, Combat Reflexes, Great Fortitude, Improved 
  Initiative, Improved Toughness, Iron Will, Lightning 
  Reflexes, Power Attack, Toughness 
  Skills Concentration +29, Diplomacy +6, Hide +18, Knowledge 
  (arcana) +29, Listen +29, Move Silently +26, Search +29, 
  Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 
  following tracks) 
  Rotting Aura (Su): When the creature is not flying, rivulets of 
  vile corruption stream from an angel of decay’s body, 
  constantly regenerating and renewing a pool of odiferous rot 
  all around the creature. 
   
  An angel of decay’s pool of rot is a 15-foot-radius spread.  
  Any corporeal creature standing on the ground within that 
  area must make a DC 27 Reflex saving throw each round or 
  take 5d6 points of damage (half that on a successful save) as 
  its flesh begins to succumb to decay.  The creature must also 
  succeed on a subsequent DC 27 Will saving throw 
  (regardless of whether it succeeds on the first save) or be 
  nauseated for 1 round. 
   
  In each round that a creature takes damage from an angel 
  of decay’s rotting aura, the angel of decay heals 5 points of 
  damage per victim. 
  Rotting Touch (Su): An angel of decay that hits a single foe 
  with more than one attack in a round rots its opponent’s 
  flesh.  This effect automatically deals an extra 1d6+6 points of 
  damage and heals the angel of decay of 5 points of damage. 
  Unholy Grace (Su): An angel of decay adds its Cha modifier as 
  a bonus on all its saving throws and as a deflection bonus to 
  its AC.  The stat block already reflects these bonuses. 
  Description A repulsive, extremely tall, humanlike creature 
  with long, rotting wings and peeling flesh, this monstrosity 
  continually shed rivulets of filth and decay, creating a pool of 
  rot in which it stands. 
  Sources Libris Mortis 
   
  
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  Page 2 
  A R C A N E  O O Z E,  A D V A N C E D 
  CR  17 
  N Gargantuan ooze 
  Init -5; Senses blindsight 60 ft., blind, Listen -5 
  Aura spell siphon 
  Languages none  
  AC 5, touch 1, flat-footed 5 
   (-4 size, -5 Dex, +4 natural) 
  hp 645 (43 HD) 
  Immune mind-affecting spells and abilities, gaze attacks, visual 
  effects, illusions, attack forms which rely  on sight, poison, 
  sleep effects, paralysis, polymorph, stunning, critical hits, 
  flanking, immunity to magic (see below) 
  Fort +23, Ref +8, Will +8 
  Speed 20 ft. (4 squares), climb 20 ft. 
  Melee slam +41 (3d6+19 plus 2d6 acid) 
  Space 20 ft.; Reach 15 ft. 
  Base Atk +32; Grp +57 
  Atk Options acid, constrict, improved grab 
  Abilities Str 37, Dex 1, Con 30, Int —, Wis 1, Cha 1 
  SQ ooze traits 
  Skills Climb +21 
  Acid (Ex): An arcane ooze secretes a digestive acid that dissolves 
  only flesh.  Any successful hit in melee combat or a constrict 
  attack by the creature deals an extra 2d6 points of acid 
  damage. 
  Constrict (Ex): An arcane ooze deals automatic slam damage 
  and acid damage with a successful grapple check. 
  Improved Grab (Ex): To use this ability, an arcane ooze must 
  hit with its slam attack.  It can then attempt to start a grapple 
  as a free action without provoking attacks of opportunity.  If 
  it wins the grapple check, it establishes a hold and can 
  constrict. 
  Spell Siphon (Su): An arcane ooze exerts a strange pull on 
  arcane spell energy.  Any time an arcane spellcaster begins 
  his turn within 60 feet of an arcane ooze, he must make a DC 
  27 Fortitude save or lose a random spell of the highest spell 
  level that he has available.  For every spell lost by a victim in 
  this manner, the arcane ooze gains temporary hp equal to 5 x 
  the level of the lost spell.  These temporary hp are lost after 1 
  hour.  Line of effect between the spellcaster and the arcane 
  ooze is necessary in order for this ability to work.  The save 
  DC is Con-based. 
  Immunity to Magic (Ex): An arcane ooze is immune to any 
  spell or spell-like ability that allows spell resistance.  In 
  addition, certain spells and effects function differently 
  against the creature. 
   
  A magical attack that deals electricity damage increases 
  and arcane ooze’s speed as if it had been affected by the haste 
  spell for 3 rounds.  A magical attack that deals acid damage 
  heals an arcane ooze of an amount of damage equal to half 
  the acid damage that the spell would normally have caused. 
  Skills: An arcane ooze has a +8 racial bonus on Climb checks 
  and can always choose to take 10 on a Climb check, even if 
  rushed or threatened. 
  Description This creature resembles a fluid mass of green 
  protoplasm.  Within its immense bulk, glowing veins throb 
  and pulse with eldritch light. 
  Sources Monster Manual III 
   
  B L E A K B O R N 
  CR  7 
  NE Medium undead 
  Init +3; Senses darkvision 60 ft., Listen +12, Spot +12 
  Aura heat-draining aura 
  Languages Common, Moilian 
  AC 27, touch 13, flat-footed 24 
   (+3 Dex, +14 natural) 
  hp 72 (8 HD); contingent healing 10 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  Resist +2 turn resistance 
  Fort +2, Ref +7, Will +8 
  Speed 30 ft. (6 squares) 
  Melee slam +10 (1d6+9 plus 2d6 cold) 
  Base Atk +4; Grp +10 
  Atk Options cold to the touch, create spawn 
  Special Actions Combat Reflexes 
  Abilities Str 22, Dex 16, Con —, Int 14, Wis 14, Cha 15  
  SQ diet dependent, fire lover, undead traits 
  Feats Alertness, Combat Reflexes, Lightning Reflexes  
  Skills Diplomacy +6, Hide +11, Intimidate +10, Listen +12, 
  Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 
  following tracks) 
  Cold to the Touch (Su): The touch of a bleakborn deals 2d6 
  cold damage.  Each 3 points of cold damage dealt heals a 
  bleakborn of 1 point of damage.  If this amount of healing 
  would cause bleakborn to exceed its full normal hp total, it 
  gains any excess as temporary hp.  These temporary hp last 
  for up to 1 hour.  Anyone who hits a bleakborn in melee also 
  takes 1d6 points of cold damage, unless wielding a reach 
  weapon. 
  Contingent Healing: A bleakborn only heals when in range of 
  a living creature that it can affect with its heat-draining aura. 
   Even if brought to 0 hp or less, a bleakborn eventually heals 
  if a living creature at some future date wanders within 30 
  feet of the bleakborn’s remains, automatically triggering its 
  heat-draining aura.  As long as affected creatures are within 
  its heat-draining aura, a bleakborn’s contingent healing 
  remains active.  A bleakborn does not have immunity to 
  cold.  While a bleakborn doesn’t take cold damage from its 
  own abilities, it can take cold damage from another of its 
  kind (although the bleakborn in the Tomb are special, 
  immune to each other’s cold damage). 
  Create Spawn (Su): Any humanoid slain by a bleakborn 
  becomes a normal zombie in 1d4 rounds.  These spawn are 
  under the command of the bleakborn that created them and 
  remain enslaved until its destruction.  They do not possess 
  any of the abilities they had in life.  Sometimes a newly 
  created spawn becomes a bleakborn instead of a mere 
  zombie, though the wiles of the dark gods determine such 
  instances (that is, the DM decides when this occurs). 
  Diet Dependent: Bleakborns are diet-dependent upon warmth, 
  which they gain through their heat-draining aura. 
  Fire Lover (Su): A magical fire attack heals a bleakborn of 1 
  point of damage for each 3 points of damage the attack 
  would otherwise deal.  If this amount of healing would cause 
  bleakborn to exceed its full normal hp total, it gains any 
  excess as temporary hp.  These temporary hp last for up to 1 
  hour.  For example, a bleakborn hit by a fireball that would 
  normally deal 18 points of damage instead gains 6 hp.  A 
  bleakborn makes no saving throws against fire effects. 
  Heat-Draining Aura (Su): All living creatures (except those 
  immune to cold damage) that approach within 30 feet of a 
  bleakborn are subject to its heat-draining aura.  Victims must 
  make a DC 16 Fort save.  If they fail, they take 2d6 hp of cold 
  damage per round as their living heat is sucked away, but if 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 3 
  they succeed, they lose only 1d6 hp per round that they 
  remain in the radius.  Should a bleakborn kill a humanoid 
  creature with its heat-draining aura, the victim rises again as 
  a bleakborn spawn.  The save DC is Cha-based. 
  Description This frigid corpse is so cold that it is frosted with 
  icy crystals.  Sensing the warmth of life, it shambles eagerly 
  towards its victims.  Its eyes reflect the vacuum of the void, 
  its touch chills to the bones, and its very presence seems to 
  drain the heat from your pores. 
  Sources Libris Mortis 
   
  B L O O D M O T E  C L O U D 
  CR  6 
  NE Fine undead (swarm) 
  Init +1; Senses darkvision 60 ft., Listen +0, Spot +0 
  Languages none 
  AC 19, touch 19, flat-footed 18 
   (+8 size, +1 Dex) 
  hp 90 (10 HD)  
  Immune weapon damage, flanking, trips, grapples, bull rushes, 
  spells or effects that target a specific number of creatures, 
  mind-affecting spells/abilities, magic sleep effects, paralysis, 
  stunning, disease, death effects, any effect that requires a 
  Fort save unless it also works on objects or is harmless, 
  critical hits, nonlethal damage, damage to physical ability 
  scores, ability drain, energy drain, fatigue, exhaustion, death 
  from massive damage 
  Fort +2, Ref +3, Will +6 
  Weakness take +50% damage from area effects and spells (such 
  as splash weapons and many evocation spells); susceptible to 
  high winds; can’t grapple; count as one-half its normal HD 
  for purposes of turning 
  Speed Fly 20 ft. (4 squares) 
  Melee swarm (1d4 plus blood drain) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +5; Grp — 
  Atk Options blood drain, distraction 
  Abilities Str 4, Dex 13, Con —, Int —, Wis 10, Cha 1  
  SQ diet dependent, swarm traits, undead traits 
  Blood Drain (Ex): A bloodmote cloud drains blood and deals 
  1d3 points of damage and 1d2 points of Con damage to any 
  creature whose space it occupies at the end of its move. 
  Diet Dependent:  A bloodmote cloud is diet dependent upon 
  blood, which it consumes using its blood drain ability. 
  Distraction (Ex): Any living creature that begins its turn with a 
  bloodmote cloud in its space must succeed on a DC 15 Fort 
  save or be nauseated for 1 round.  The save DC is Con-based.  
  Spellcasting or concentrating on spells within the area of a 
  swarm requires a Concentration check (DC 20 + spell level).  
  Using skills that involve patience and concentration requires 
  a DC 20 Concentration check. 
  Description This cloud of buzzing insects boils towards its 
  victims, droning ominously in its strangely deep pitch and 
  accompanied by the sickly sweet aroma of blood. 
  Sources Libris Mortis 
   
  B O N E  N A G A,  D A R K  N A G A  S O R C E R E R  6 
  CR  15 
  NE Large undead (augmented aberration) 
  Init +6; Senses darkvision 60 ft., detect thoughts, Listen +15, 
  Spot +15 
  Languages Common, Infernal; telepathy 250 ft. 
  AC 17, touch 11, flat-footed 15 
   (-1 size, +2 Dex, +6 natural) 
  hp 135 (15 HD); DR 5/bludegeoning 
  Immune cold, poison, mind-affecting spells/abilities, magic 
  sleep effects, paralysis, stunning, disease, death effects, any 
  effect that requires a Fort save unless it also works on objects 
  or is harmless, critical hits, nonlethal damage, damage to 
  physical ability scores, ability drain, energy drain, fatigue, 
  exhaustion, death from massive damage, mind reading 
  Resist +2 racial bonus against all charm effects; SR 25 
  Fort +10, Ref +14, Will +18 
  Speed 40 ft. (8 squares) 
  Melee sting +12 (2d4+2 plus poison) and 
  Melee bite +7 (1d4+1 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +9; Grp +15 
  Atk Options poison 
  Special Actions Dodge, spells 
  Sorcerer Spells Known (CL 13th; save DC is Cha-based): 
   6th (4/day)—disintegrate (DC 20), globe of invulnerability 
   5th (6/day)—cloudkill, cone of cold (DC 20), hold monster (DC 
  19) 
   4th (6/day)—charm monster (DC 18), fear, fire shield, stoneskin 
   3rd (7/day)—dispel magic, displacement, fireball (DC 18), 
  lightning bolt (DC 18) 
   2nd (7/day)—cat’s grace, eagle’s splendor, invisibility, mirror 
  image, scorching ray (3 rays, +10 ranged touch) 
   1st (7/day)—expeditious retreat, magic missile, ray of enfeeblement 
  (+10 ranged touch), shield, silent image 
   0 (6/day)—daze (DC 14), detect magic, detect poison, light, mage 
  hand, open/close, prestidigitation, ray of frost (+10 ranged 
  touch), read magic 
  Abilities Str 14, Dex 15, Con —, Int 16, Wis 15, Cha 18 
  SQ undead traits 
  Feats Alertness, Combat Casting, Dodge, Eschew MaterialsB, 
  Improved Initiative, Lightning Reflexes, Spell Focus 
  (evocation) 
  Skills Bluff +20, Concentration +15, Diplomacy +12, Disguise 
  +5 (+7 acting), Intimidate +6, Knowledge (arcana) +12, Listen 
  +15, Sense Motive +10, Spellcraft +25, Spot +15 
  Possessions amulet of mighty fists +2, cloak of resistance +5, pearl of 
  the sirines, diamond dust (500 gp) 
  Detect Thoughts (Su): The bone naga can continuously detect 
  thoughts as the spell (CL 9th; Will DC 17 negates).  This ability 
  is always active. 
  Poison (Ex): Bite, injury, Fortitude DC 17, 1d4 Str/1d4 Str; 
  Sting, injury, Fortitude DC 17, 1d4 Con/1d4 Con.  Save DCs 
  are Con-based. 
  Description This skeletal creature looks like a giant undead 
  snake, except for its humanlike skull and long, deadly fangs.  
  Its tail ends in a bony stinger. 
  Sources Serpent Kingdoms 
   
  B O N E Y A R D 
  CR  14 
  CE Huge undead 
  Init +6; Senses darkvision 60 ft., Listen +25, Spot +25 
  Languages Common, Terran, Abyssal 
  AC 30, touch 10, flat-footed 28 
   (-2 size, +2 Dex, +20 natural) 
  hp 166 (17 HD); fast healing 10; DR 10/— 
  Immune cold, mind-affecting spells/abilities, magic sleep 
  effects, paralysis, stunning, disease, death effects, any effect 
  that requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  
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  Page 4 
  SR 24 
  Fort +7, Ref +9, Will +15 
  Speed 20 ft. (4 squares), fly 60 ft. (good) 
  Melee bite +16 (2d8+15/19-20 plus bone subsumption) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +8; Grp +26 
  Atk Options bone subsumption, improved grab, utter 
  subsumption 
  Special Actions Combat Reflexes, Dodge, summon skeletons 
  Abilities Str 31, Dex 14, Con —, Int 18, Wis 20, Cha 18  
  SQ inescapable craving, undead traits 
  Feats Combat Reflexes, Dodge, Great Fortitude, Improved 
  Critical (bite), Improved Initiative, Improved Toughness, 
  Lightning Reflexes 
  Skills Balance +22, Climb +30, Hide +22, Jump +30, Listen +25, 
  Move Silently +22, Search +24, Spot +25 
  Bone Subsumption (Su): Whenever a boneyard successfully 
  bites a foe, the victim must make a DC 22 Fortitude save 
  (except for undead victims, which make Will saves).  The 
  save DC is Cha-based.  On a failed save, the victim’s bones 
  begin to melt away from the body to meld with the form of 
  the boneyard.  The victim takes 2d4 points of damage to 
  Constitution, Dexterity, and Strength.  This ability works 
  only on creatures that possesses a skeletal structure (so it 
  works on many undead, but it is useless against constructs, 
  elementals, oozes, and plants). 
  Improved Grab (Ex): To use this ability, a boneyard must hit a 
  Large or smaller opponent with its bite attack.  It can then 
  attempt to start a grapple as a free action without provoking 
  an attack of opportunity.  If it wins the grapple check, it 
  establishes a hold and can try to utterly subsume all the 
  bones in the victim’s body. 
  Inescapable Craving: A boneyard has an inescapable craving 
  for bones, which it satisfies by using its bone subsumption 
  ability. 
  Summon Skeletons (Su): A boneyard can summon undead 
  creatures from its own bones once per day: 3-6 troll skeletons 
  or 2-4 young adult red dragon skeletons.  The undead arrive 
  in 1d10 rounds and serve for 1 hour or until they are 
  reabsorbed back into the boneyard. 
  Utter Subsumption (Su): If a boneyard wins a grapple check 
  after using its improved grab ability, it attempts to pin the 
  target on its next action.  A boneyard that begins a turn with 
  a victim still pinned and that makes one more successful 
  grapple check automatically tears every bone from the 
  victim’s body, instantly killing the victim. 
  Description The pile of bones before you stirs.  The bones rise 
  and reform, and as each bone finds its proper place, the 
  shape of a huge serpentine creature emerges, one whose 
  form is composed of interlocking bones, its head the skull of 
  some unnamed and long-dead beast. 
  Sources Libris Mortis 
   
  B R A I N  I N  A  J A R  T O M B W A R D E N  3  U R-P R I E S T  8,  
  A D V A N C E D  E V O LV E D  S P E L L S T I T C H E D 
  CR  17 
  NE Tiny undead Tomb Warden 3 Ur-Priest 8 
  Init +3; Senses tomb sense, blindsight 60 ft., darkvision 60 ft., 
  Listen +24, Spot +24 
  Languages telepathy 100 ft.  
  AC 25, touch 16, flat-footed 22 
   (+2 size, +3 Dex, +1 deflection, +1 natural, +8 armor) 
  hp 174 (19 HD); fast healing 3; DR 10/magic and silver 
  Immune 
  turning 
  (within 
  the 
  Tomb), 
  mind-affecting 
  spells/abilities, magic sleep effects, paralysis, stunning, 
  disease, death effects, any effect that requires a Fort save 
  unless it also works on objects or is harmless, critical hits, 
  nonlethal damage, damage to physical ability scores, ability 
  drain, energy drain, fatigue, exhaustion, death from massive 
  damage 
  Resist +6 turn resistance (immune within tomb); SR 23 (Cha-
  based) 
  Fort +10, Ref +11, Will +26 
  Speed Fly 30 ft. (6 squares) (good) 
  Space 1 ft.; Reach 0 ft. 
  Base Atk +13; Grp — 
  Special Actions mind thrust, psionics, spell-like abilities, 
  rebuke undead 11/day (+10, 2d6+27, 19th), spells 
  Ur-Priest Spells Prepared (CL 12th; save DC is Wis-based): 
   8th—greater spell immunity 
   7th—blood to water x2 (DC 25) 
   6th—antilife shell, banishment (DC 24), harm x2 (DC 24) 
   5th—flame strike (DC 23), greater command (DC 23), plane shift 
  (DC 23), slay living (DC 23) 
   4th—dismissal (DC 22), inflict critical wounds (x2) (DC 22) 
   3rd—clutch of Orcus (DC 22), deeper darkness x2, protection from 
  energy x2 
   2nd—calm emotions (DC 20), hold person (DC 20), protection 
  from positive energy x2, silence, spiritual weapon 
   1st—command (DC 19), obscuring mist 
   0—detect magic x2, guidance x2, read magic x2 
  Spell-Like Abilities (CL 19th; save DC is Cha-based): 
   3/day—ray of enfeeblement 
   2/day—darkness, scorching ray 
   1/day—circle of death (DC 2423), enervation, fireball (DC 21), 
  greater invisibility, lightning bolt (DC 21), mage armor, solid 
  fog, teleport, wall of force 
  Psionics (CL 10th; save DC is Cha-based): 
   3/day—suggestion (DC 21), telekinesis (DC 23) 
   1/day—dominate person (DC 23) 
  Abilities Str —, Dex 16, Con —, Int 18, Wis 20 (26), Cha 24 
  (26)  
  SQ madness, undead traits, power of the dead, +2 profane bonus 
  to saves, siphon spell power 
  Feats Alertness, Greater Spell Penetration, Iron Will, Practiced 
  Spellcaster (Ur-Priest), Spell Focus (evil), Spell Penetration, 
  Toughness 
  Skills Bluff +28, Concentration +22, Diplomacy +20, 
  Knowledge (arcana) +22, Knowledge (the planes) +22, 
  Knowledge (religion) +27, Listen +25, Spellcraft +21, Spot 
  +25 
  Possessions periapt of wisdom +6, ioun stones (pink and green 
  sphere, lavender and green ellipsoid), stone of good luck, bracers of 
  armor +8 
  Siphon Spell Power (Ex): Because they steal whatever power 
  they can, ur-priests learn to manipulate their energy in ways 
  that confound other casters.  An ur-priest of 6th level or 
  higher can temporarily sacrifice two (or more) lower-level 
  spell slots and use those slots to prepare a higher-level spell.  
  The higher-level spell must be of a level the ur-priest can 
  cast.  Only one exchange of this sort can be made each day.  
  The levels of the lower-level slots are totaled, then reduced to 
  three-quarters (round down) to determine the level of the 
  extra higher-level spell slot. 
  Tomb Sense (Su): While it is within its tomb, graveyard, or 
  similar resting place it protects, a tomb warden of 2nd level or 
  higher automatically knows the precise location of all 
  intruders within that tomb.  This ability is similar to 
  blindsense, except that it functions without regard to line of 
  effect and its effect extends to every portion of the tomb. 
  
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  Power of the Dead (Su): While it is within its tomb, graveyard, 
  or similar resting place it protects, a tomb warden of 3rd level 
  can call upon the spirits of the dead to gain insight from 
  them.  This ability requires only a free action to activate, and 
  grants the tomb warden an insight bonus on attack rolls, 
  damage rolls, and saving throws equal to its Cha-modifier 
  (minimum +1).  A tomb warden can use this ability once per 
  day, and its effects last for 10 minutes. 
  Mind Thrust (Su): A brain in a jar can spend a standard action 
  to deliver a massive assault on the thought pathways of any 
  one creature, undermining its intellect.  This mind thrust 
  deals 2d10 points of damage to any target creature that fails a 
  DC 22 Will save.  The save DC is Cha-based. 
  Madness (Su): Anyone targeting a brain in a jar with a thought 
  detection, mind control, or any sort of telepathic or psionic 
  ability that makes direct contact with its tortured mind takes 
  1d4 points of Wisdom damage. 
  Description Something gray and shriveled sloshes within a 
  grimy glass canister – a disembodied brain afloat in 
  alchemical preservatives. 
  Sources Libris Mortis, Monster Manual II, Complete Divine 
   
  C R Y P T  C H A N T E R  L U R K I N G  T E R R O R  3  B A R D  6  
  S E E K E R  O F  T H E  S O N G  5 
  CR  18 
  CE Medium undead (incorporeal) Lurking Terror 3 Bard 6 
  Seeker of the Song 5 
  Init +8; Senses darkvision 90 ft., Listen +26, Spot +22 
  Aura draining melody 
  Languages Common, Abyssal  
  AC 25, touch 25, flat-footed 21 
   (+4 Dex, +9 deflection, +2 insight) 
  Miss Chance 50% (incorporeal) 
  hp 189 (21 HD) 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  Resist +2 turn resistance 
  Fort +8, Ref +15, Will +21 
  Weakness daylight powerlessness 
  Speed 30 ft. (6 squares), fly 30 ft. (perfect) 
  Melee incorporeal touch +16 (1d8) 
  Base Atk +12; Grp — 
  Atk Options create spawn 
  Special Actions spells, bardic music 19/day (countersong, 
  fascinate, inspire courage +1, suggestion (DC 22)), seeker music 
  (burning melody, song of unmasking, dirge of frozen loss, 
  song of life, anthem of thunder and pain), combine songs, 
  subvocalize 
  Combat Gear chaos diamond, ring of telekinesis 
  Bard Spells Known (CL 6th): 
   2nd (4/day)—blindness/deafness (DC 21), calm emotions (DC 
  21), mirror image 
   1st (5/day)—charm person x2 (DC 19), Tasha’s hideous laughter 
  (DC 19) 
   0 (3/day)—detect magic, lullaby, mage hand, open/close, read 
  magic 
  Abilities Str —, Dex 18, Con —, Int 14, Wis 14, Cha 24 (28) 
  SQ incorporeal traits, undead traits, deathly power, hide in plain 
  sight, bardic knowledge +8, rapture of the song 
  Feats Alertness, Blind-Fight, Captivating Melody, Extra Music 
  x2, Improved Initiative, Melodic Casting, Skill Focus 
  (Perform (sing)) 
  Skills Bluff +19, Concentration +24, Diplomacy +19, Hide +23, 
  Intimidate +17, Knowledge (arcana) +26, Listen +26, Perform 
  (sing) +46, Search +15, Spellcraft +6, Spot +22 
  Possessions combat gear plus greater choker of eloquence, cloak of 
  charisma +4 
  Rapture of the Song (Su): A seeker of the song is so in tune 
  with the power of the primal music that she gains special 
  insight, physical fortitude, and resistance to magic while in 
  the throes of her song.  A seeker gains a +2 insight bonus to 
  AC and on saving throws whenever she uses her bardic 
  music ability, seeker music, or similar ability. 
  Seeker Music: A seeker of the song can use music or poetics to 
  produce magical effects.  Seeker music follows the same 
  rules as bardic music.  Each use of seeker music costs one 
  daily use of bardic music to activate.  Seeker of the song 
  levels stack with bard levels for purposes of determining 
  how many daily uses of bardic music and seeker music the 
  character has.  Some seeker music effects include a 
  secondary effect, called a refrain.  In any round when a 
  seeker concentrates on a seeker music effect and expends 
  another use of the bardic music, she can activate the refrain 
  associated with that seeker music effect.  Using a refrain is 
  swift action that does not provoke attacks of opportunity.  
  The original effects of the song do not end; the seeker can 
  maintain the song and activate the refrain simultaneously. 
   
  Burning Melody (Su): A seeker of the song with 14 or more 
  ranks in a Perform skill can gather a glimmer of the power of 
  the primal music and gain some control over fire through 
  this music.  While a seeker sings this song, she and all of her 
  allies within 30 feet who can hear her gain resistance to fire 
  15.  An ally benefits from this effect for as long as it can hear 
  the seeker sing. 
   
  Burning Melody, Refrain (Su): When she uses the refrain 
  with her burning melody, a seeker shoots a 30-foot cone of 
  fire from her fingertips.  The cone deals 6d6 points of fire 
  damage to creatures in its area.  A successful Reflex save (DC 
  10 + the seeker’s ranks in the Perform skill) halves the 
  damage.  The DC is 34. 
   
  Song of Unmaking (Su): A seeker with 15 or more ranks in a 
  Perform skill can turn a fragment of the primal music’s 
  power against constructs.  She can expend a use of bardic 
  music and make a Perform check to deal 1d8 points of 
  damage per seeker level to all constructs within a 30-foot 
  burst of the seeker (no save). 
   
  Dirge of Frozen Loss (Su): A seeker of the song with 16 or 
  more ranks in a Perform skill can gather a glimmer of the 
  power of the primal music and gain some control over cold 
  energy through this music.  While a seeker sings this song, 
  she and all of her allies within 30 feet who can hear her gain 
  resistance to cold 15.  An ally benefits from this effect for as 
  long as it can hear the seeker sing. 
   
  Dirge of Frozen Loss, Refrain (Su): When she uses the refrain 
  with her dirge of frozen loss, a seeker shoots a 60-foot line of 
  cold energy from her fingertips.  The line deals 10d6 points 
  of cold damage to any creature it hits and causes any creature 
  damaged by it to become fatigued.  A successful Fort save 
  (DC 10 + the seeker’s ranks in the Perform skill) halves the 
  damage and negates the fatigue.  The DC is 34. 
   
  Song of Life (Su): A seeker of the song with 17 or more ranks 
  in a Perform skill can use fragments of the primal music to 
  protect and heal her allies.  While a seeker sings this song, 
  she and all of her allies within 30 feet who can hear her gain 
  
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  immunity to poison and disease.  An ally benefits from this 
  effect for as long as it can hear the seeker sing. 
   
  Song of Life, Refrain (Su): When she uses the refrain with her 
  song of life, a seeker can make a Perform check to heal a 
  living creature of an amount of hit point damage equal to the 
  check result, up to the creature’s full normal hit point total).  
  She must touch the affected ally to use this ability.  The 
  touch is a standard action, although activating the refrain is a 
  swift action.  The refrain has no effect on undead or 
  nonliving creatures. 
   
  Anthem of Thunder and Pain (Su): A seeker of the song with 
  18 or more ranks in a Perform skill can gather the power of 
  the primal music and gain some control over electrical 
  energy through this music.  While a seeker sings this song, 
  she and all of her allies within 30 feet who can hear her gain 
  resistance to electricity 15.  An ally benefits from this effect 
  for as long as it can hear the seeker sing. 
   
  Anthem of Thunder and Pain, Refrain (Su): When she uses the 
  refrain with her anther of thunder and pain, a seeker shoots 
  a ray of electricity from her fingertips.  The ray has a range of 
  20 feet and requires a ranged touch attack to hit.  The ray 
  deals 10d6 points of electricity damage to a creature it hits.  
  The seeker can than cause the electricity to arc to additional 
  foes, all of whom must be within 20 feet of the first creature 
  struck.  Each secondary ray requires another ranged touch 
  attack to hit and deals half as much damage as the initial ray. 
   A seeker can create one secondary ray for every three seeker 
  class levels.  No creature can be affected by more than one 
  arc in a single round. 
  Combine Songs (Ex): A seeker of the song can combine two 
  types of music to provide the benefits of both.  The seeker 
  chooses two music abilities and activates both using the 
  same standard action.  If either or both require 
  concentration, the seeker can maintain concentration on 
  both by using one standard action each round to 
  concentrate.  The normal stacking rules for bonus types 
  apply to music abilities combined with this ability. 
  Subvocalize (Ex): At 5th level or higher, a seeker of the song 
  can begin a new song as a swift action.  A seeker can use this 
  ability only if he already has one (and only one) music ability 
  already active.  A seeker can use this ability to start a second 
  song and then maintain both as a standard action each round 
  (as per the combine songs ability). 
  Create Spawn (Su): Any humanoid slain by a crypt chanter 
  through its draining melody becomes a crypt chanter 1d4 
  rounds later.  Spawn are under the control of the crypt 
  chanter that created them and remain enslaved until its 
  destruction.  They do not possess any of the abilities they had 
  in life. 
  Draining Melody (Su): A crypt chanter constantly sings, 
  creating a magically charged allure.  All creatures within 60 
  feet of a crypt chanter must make a DC 25 Will save or stand 
  dazed as long as the music continues.  This is a sonic, mind-
  affecting, compulsion effect. 
   
  Beginning on the next round after becoming dazed, 
  creatures that failed the saving throw must make a second 
  saving throw (same DC) to avoid being affected as if by the 
  enthrall spell.  Enthralled victims also begin to gain 1d2 
  negative levels per round while the song continues, as long 
  as they remain within range.  If a creature gains a number of 
  negative levels at least equal to its HD, it dies and becomes a 
  spawn. 
   
  When a crypt chanter bestows negative levels on a victim, 
  it gains 5 temporary hp for each negative level bestowed.  
  These temporary hp last for up to 1 hour. 
   
  Creatures that successfully save upon hearing a crypt 
  chanter’s music cannot be affected by that crypt chanter’s 
  music again unless the chanter ceases singing for 1 full 
  round (releasing all those it previously held in thrall) and 
  begins a new song.  The save DC is Cha-based. 
  Daylight Powerlessness (Ex): A crypt chanter is utterly 
  powerless in natural sunlight (not merely a daylight spell) 
  and flees from it. 
  Deathly Power (Ex): A lurking terror adds its class level to any 
  save DCs for the extraordinary and supernatural special 
  attacks possessed by an undead creature of its kind.  This 
  ability has no effect on the lurking terror’s spells or spell-like 
  abilities, nor on any special abilities gained from its 
  nonundead kind, feats, or class features. 
  Hide in Plain Sight (Ex): At 3rd level, a lurking terror can use 
  the Hide skill even while being observed, as long as it has 
  cover or concealment. 
  Description A lone, wavering figure begins a song.  The 
  haunting melody echoes throughout the air, calling for you 
  to dance.  The music makes your soul shrivel, but is also 
  makes you smile.  How can something be so awful and so 
  wonderful at the same time? 
  Sources Libris Mortis, Complete Arcane 
   
  D E A T H R A V E N  S W A R M 
  CR  20 
  N Tiny magical beast (swarm) 
  Init +7; Senses darkvision 120 ft., Listen +12, Spot +25 
  Languages none 
  AC 15, touch 15, flat-footed 12 
   (+2 size, +3 Dex) 
  hp 135 (18 HD); DR 10/magic 
  Immune flanking, trips, grapples, bull rushes, spells or effects 
  that target a specific number of creatures, critical hits 
  Resist half damage from piercing or slashing weapons 
  Fort +11, Ref +16, Will +10 
  Weakness take +50% damage from area effects and spells (such 
  as splash weapons and many evocation spells) 
  Speed 10 ft. (2 squares), fly 120 ft. (perfect) 
  Melee swarm (4d8 plus pluck eyes and touch of death) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +18; Grp +18 
  Atk Options pluck eyes, distraction, touch of death, grapple 
  Abilities Str 11, Dex 17, Con 11, Int 2, Wis 14, Cha 6 
  SQ swarm traits 
  Feats Ability Focus (distraction, touch of death), Alertness, 
  Improved Initiative, Improved Natural Attack (swarm), Iron 
  Will, Lightning Reflexes 
  Skills Listen +12, Spot +25 
  Distraction (Ex): Any living creature that begins its turn with a 
  bloodmote cloud in its space must succeed on a DC 21 Fort 
  save or be nauseated for 1 round.  The save DC is Con-based.  
  Spellcasting or concentrating on spells within the area of a 
  swarm requires a Concentration check (DC 20 + spell level).  
  Using skills that involve patience and concentration requires 
  a DC 20 Concentration check. 
  Pluck Eyes (Ex): Each round the deathraven swarm deals 
  damage to a creature, there is a 20% chance that it plucks out 
  the creature’s eyes, blinding it permanently.  A remove 
  blindness/deafness spell does not replace the lost eyes or cure 
  the blindness.  A heal or regenerate spell restores both the 
  creature’s eyes and its vision. 
  Touch of Death (Su): Any living creature wounded by a 
  deathraven swarm must make a DC 21 Fortitude save or die.  
  A creature killed by a deathraven swarm cannot be raised, 
  
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  reincarnated, or resurrected.  Only a wish or miracle spell can 
  restore a life taken by this swarm.  The save DC is Con-based. 
  Skills: A deathraven swarm gains a +8 racial bonus on Spot 
  checks. 
  Description A swarm of black crows with gleaming silver eyes 
  and sharp black talons. 
  Sources Book of Exalted Deeds 
   
  D E M I L I C H 
  CR  20 
  NE Diminutive undead (Augmented Humanoid) Wizard 12 
  Init +3; Senses darkvision 60 ft., Listen +30, Spot +30 
  Aura fear aura 
  Languages Common, Abyssal, Celestial, Draconic, Infernal 
  AC 47, touch 34, flat-footed 44 
   (+4 size, +3 Dex, +8 armor, +5 deflection, +12 insight, +5 
  natural) 
  hp 108 (12 HD); DR 30/— (Vorpal weapons ignore this DR but 
  deal half damage) 
  Immune 
  cold, 
  electricity, 
  polymorph, 
  mind-affecting 
  spells/abilities, magic sleep effects, paralysis, stunning, 
  disease, death effects, any effect that requires a Fort save 
  unless it also works on objects or is harmless, critical hits, 
  nonlethal damage, damage to physical ability scores, ability 
  drain, energy drain, fatigue, exhaustion, death from massive 
  damage, magic (see below) 
  Resist +20 turn resistance, acid 20, fire 20, sonic 20 
  Fort +4, Ref +7, Will +15 
  Speed fly 180 ft. (36 squares) (perfect) 
  Melee touch +22 (10d6+20 negative energy damage plus 
  paralysis) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +6 
  Atk Options paralyzing touch, touch treated as magic weapon 
  for purposes of DR 
  Special Actions spells, spell-like abilities, trap the soul 
  Wizard Spells Prepared (CL 12th): 
   6th—chain lightning (DC 26), disintegrate (DC 26), eyebite (DC 
  26), mass suggestion (DC 26) 
   5th—baleful polymorph (DC 25), cone of cold (DC 25), mind fog 
  (DC 25), teleport, wall of force 
   4th—fear x2 (DC 24), ice storm x2 (DC 24), mass reduce person x2 
  (DC 24), Otiluke’s resilient sphere x2 (DC 24), shout x2 (DC 
  24) 
   3rd—fireball (DC 23), lightning bolt (DC 23), major image (DC 
  23), slow (DC 23), vampiric touch (+22 touch), wind wall 
   2nd—glitterdust (DC 22), gust of wind, Melf’s acid arrow (+25 
  ranged touch), mirror image, scorching ray (3 rays, +25 
  ranged touch), touch of idiocy (+22 touch), web (DC 22) 
   1st—magic missile x3, ray of enfeeblement x3 (+25 ranged 
  touch), shield 
   0—acid splash (+25 ranged touch), detect magic, ray of frost 
  (+25 ranged touch), touch of fatigue (+22 touch) 
  Spell-Like Abilities (CL 12th; DC 28; save DC is Cha-based): 
   At will—alter self, astral projection, create greater undead, create 
  undead, death knell, enervation (+25 ranged touch), greater 
  dispel magic, harm, summon monster I through IX, telekinesis, 
  weird 
   2/day—greater planar ally 
  Abilities Str 10, Dex 16, Con —, Int 30, Wis 24, Cha 23 
  SQ undead traits, phylactery transference 
  Feats Automatic Quicken SpellB, Automatic Still SpellB, 
  Blinding SpeedB, Combat Casting, Craft Wondrous ItemB, 
  Eschew Materials, Greater Spell Penetration, Quicken Spell, 
  Scribe ScrollB, Silent SpellB, Spell Penetration, Tenacious 
  MagicB 
  Skills Concentration +21, Decipher Script +21, Hide +39, 
  Knowledge (arcana) +25, Listen +30, Move Silently +28, 
  Search +34, Sense Motive +27, Spellcraft +27, Spot +30 
  Possessions bracers of armor +8, ring of protection +5, ring of 
  wizardry IV 
  Fear Aura (Su): Demiliches are shrouded in a dreadful aura of 
  death and evil.  Creatures of less than 5 HD in a 60-foot 
  radius that look at the lich must succeed on a DC 22 Will 
  save or be affected as though by a fear spell from a sorcerer of 
  CL 21st.  The save DC is Cha-based. 
  Paralyzing Touch (Su): Any living creature a demilich hits 
  with its touch attack must succeed on a DC 28 Fortitude save 
  or be permanently paralyzed.  Remove paralysis or any spell 
  that can remove a curse can free the victim.  The effect 
  cannot be dispelled.  Anyone paralyzed by a lich seems dead, 
  though a DC 20 Spot check or a DC 15 Heal check reveals 
  that the victim is still alive.  The save DC is Cha-based. 
  Trap the Soul (Su): A demilich can trap the souls of up to eight 
  living creatures per day.  To use this power, it selects any 
  target it can see within 300 feet.  The target is allowed a DC 
  28 Fortitude saving throw.  If the target makes its saving 
  throw, it gains four negative levels (this does not count as a 
  use of trap the soul).  If the target fails its save, the soul of the 
  target is instantly drawn from its body and trapped within 
  one of the gems incorporated into the demilich’s form.  The 
  gem gleams wickedly for 24 hours, indicating the captive 
  soul within.  The soulless body collapses in a mass of 
  corruption and molders in a single round, reduced to dust.  If 
  left to its own devices, the demilich slowly devours the soul 
  over 24 hours—at the end of that time the soul is completely 
  absorbed and the victim is forever gone. 
   
  If the demilich is overcome before the soul is eaten; 
  crushing the gem releases the soul, after which time it is free 
  to seek the afterlife or be returned to its body by the use of 
  either resurrection, true resurrection, clone, or miracle.  A 
  potential victim protected by a death ward spell is not 
  immune to trap the soul, but receives a +5 bonus on its 
  Fortitude saving throw.  Negative energy protection is effective 
  against the level loss.  The save DC is Cha-based. 
  Magic Immunity (Ex): A demilich is immune to all magical 
  and supernatural effects, except as follows.  A shatter spell 
  affects a demilich as if it were a crystalline creature, but deals 
  half the damage normally indicated.  A dispel evil spell deals 
  3d6 points of damage (Fortitude save for half damage).  Holy 
  smite spells affect demiliches normally. 
  Phylactery Transference (Su): Headbands, belts, rings, cloaks, 
  and other wearable items kept in close association with the 
  demilich’s phylactery transfer all their benefits to the 
  demilich no matter how far apart the demilich and the 
  phylactery are located.  The standard limits on types of items 
  utilized simultaneously still apply. 
  Automatic Quicken Spell (Feat): You may cast all spells of 0 
  to 3rd level as quickened spells without preparing them as 
  such.  You don’t spend a higher spell slot to do so either.  
  Spells with a casting time of more than 1 full round can’t be 
  quickened. 
  Automatic Still Spell (Feat): You may cast all spells as still 
  spells without preparing them as such.  You don’t spend a 
  higher spell slot to do so either. 
  Blinding Speed (Feat): You can act as if hasted for 5 rounds 
  each day.  The duration of the effect need not be consecutive 
  rounds.  Activating this power is a free action. 
  Tenacious Magic (Feat): Whenever the demilich’s magic 
  would otherwise end due to a dispel effect, the magic is 
  
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  Page 8 
  instead only suppressed for 1d4 rounds.  The magic still ends 
  when its duration expires, but the suppressed rounds do not 
  count against its duration. 
  Description A gem encrusted skull. 
  Sources Epic Handbook 
   
  D E M O N,  G O R I S T R O 
  CR  16 
  CE Huge outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +3; Senses darkvision 60 ft., see invisibility, Listen +29, Spot 
  +29 
  Languages Abyssal; telepathy 100 ft. 
  AC 29, touch 7, flat-footed 29 
   (-2 size, -1 Dex, +22 natural) 
  hp 288 (24 HD); fast healing 5; DR 15/cold iron or good 
  Immune electricity, poison 
  Resist acid 10, cold 10, fire 10; SR 27 
  Fort +22, Ref +13, Will +16 
  Speed 40 ft. (8 squares) 
  Melee 2 slams +34 (3d6+18/19-20) or 
  Ranged rock +21 (2d8+12) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +24; Grp +44 
  Atk Options Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Improved Sunder, Power Attack 
  Special Actions stamp, rock throwing 
  Spell-Like Abilities (CL 12th; save DC is Cha-based): 
   At will—fear (DC 15), levitate, spider climb 
  Abilities Str 34, Dex 8, Con 27, Int 5, Wis 15, Cha 13 
  SQ powerful slam, tanar’ri traits 
  Feats Awesome Blow, Blind-Fight, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Critical (slam), Improved 
  Initiative, Improved Natural Attack (slam), Improved 
  Sunder, Power Attack 
  Skills Diplomacy +3, Intimidate +28, Jump +34, Listen +29, 
  Sense Motive +29, Spot +29 
  Powerful Slam (Ex): A goristro’s slam attacks are treated as if 
  the were two-handed weapons for purposes of applying 
  modifiers to damage with Power Attack and from its 
  Strength bonus. 
  Rock Throwing (Ex): A goristro is trained to throw rocks 
  weighing 60 to 80 pounds.  These missiles have a range 
  increment of 150 feet. 
  See Invisibility (Ex): A goristro constantly sees invisible 
  creatures, as if under the effect of a see invisibility spell.  This 
  ability cannot be dispelled. 
  Stamp (Su): Up to three times per day, a goristro can produce a 
  shock wave that sends its foes careening off-balance by 
  stamping on the ground as a standard action.  The shock 
  wave lasts for 1 round and duplicates the effects of an 
  earthquake spell in an 80-foot radius around the goristro.  
  The goristro and others of its kind is unaffected by the 
  earthquake. 
  Description A towering figure strides across the blasted 
  terrain, its splayed feet sending tremors through the ground 
  with each step.  Its overly long arms are thick as tree trunks, 
  and it has a leering, demonic bison’s head with forward 
  sweeping horns.  As it approaches, it drops to all fours, 
  lumbering over the ground on its knuckles like a building-
  sized gorilla. 
  Sources Fiendish Codex I 
   
  D E M O N,  M O LY D E U S 
  CR  19 
  CE Large outsider (chaotic, evil, extraplanar, tanar’ri) 
  Init +10; Senses all-around vision, darkvision 60 ft., true seeing, 
  Listen +29, Spot +29 
  Languages Common, Abyssal, Auran, Celestial, Draconic, 
  Ignan, Infernal; telepathy 100 ft. 
  AC 40, touch 17, flat-footed 33 
   (-1 size, +6 Dex, +4 armor, +3 deflection, +18 natural) 
  hp 249 (19 HD); fast healing 30; DR 15/cold iron and good 
  Immune electricity, poison, flanking 
  Resist acid 10, cold 10, fire 10; SR 30 
  Fort +21, Ref +17, Will +18; evasion 
  Speed 40 ft. (8 squares) 
  Melee +1 dancing vorpal cold iron greataxe +28/+23/+18/+13 
  (3d6+14/19-20/x3) and 
   
  bite +25 (2d6+4) and 
   
  bite +25 (1d6+4 plus poison) or 
  Melee +1 dancing vorpal cold iron greataxe +28/+23/+18/+13 
  (3d6+14/19-20/x3) and 
   
  2 claws each +27 (1d6+9) and 
   
  bite +25 (2d6+4) and 
   
  bite +25 (1d6+4 plus poison) Space 10 ft.; Reach 10 ft. 
  Base Atk +19; Grp +32 
  Atk Options Combat Expertise, Improved Trip, Improved 
  Disarm, poison 
  Special Actions piercing strike, snakebite, summon tanar’ri 
  Combat Gear horn of blasting 
  Spell-Like Abilities (CL 19th; save DC is Cha-based): 
   At will—baleful polymorph (DC 24), blasphemy (DC 26), 
  blindness/deafness (DC 20), charm person (DC 20), fear (DC 
  23), fly, greater dispel magic, invisibility, greater teleport (self 
  plus 50 lb. of objects only), suggestion (DC 22), telekinesis 
  (DC 24), vampiric touch (+27 melee touch) 
   7/day—dimensional lock, lightning bolt (DC 22) 
   3/day—quickened telekinesis (DC 24) 
   1/day—trap the soul (DC 28) 
  Abilities Str 28, Dex 22, Con 30, Int 21, Wis 24, Cha 28 
  SQ all-around vision, evasion, tanar’ri traits 
  Feats Combat Expertise, Improved Critical (greataxe), 
  Improved Disarm, Improved Initiative, Improved Trip, 
  Multiattack, Quicken Spell-Like Ability (telekinesis), TrackB 
  Skills Bluff +31, Concentration +32, Diplomacy +35, Forgery 
  +27, Intimidate +33, Knowledge (arcana) +27, Knowledge 
  (the planes) +27, Listen +29, Search +27, Sense Motive +29, 
  Spot +29, Survival +29 (+31 to follow tracks), Use Magic 
  Device +31 
  Possessions combat gear plus +1 dancing vorpal cold iron greataxe, 
  bracers of armor +4, ring of protection +3, ring of evasion, gems 
  worth 1,000 gp 
  All-Around Vision (Ex): A molydeus’s snake head constantly 
  peers in all directions, granting the demon a +4 racial bonus 
  on Search and Spot checks.  A molydeus cannot be flanked. 
  Dancing Vorpal Axe (Ex): A molydeus’s +1 dancing vorpal cold 
  iron greataxe is an extension of its being.  If the molydeus is 
  slain, its axe melts away into ichor.  A molydeus whose axe is 
  destroyed can manifest a new one by taking part in an 8-hour 
  ritual on the Woeful Escarand (layer 400), where it uses 
  manes as the raw materials to forge a new axe.  Once the new 
  ace is created, the previous axe (or its remains) melts away. 
  Piercing Strike (Su): A molydeus can strike through many 
  forms of DR with its weapons.  The first time it strikes a foe, 
  DR applies normally to the blow.  All following strikes 
  automatically ignore DR, save for DR that requires a specific 
  material (such as silver, cold iron, or adamantine) to bypass, 
  epic DR, or DR that doesn’t allow any form of bypass (such as 
  that granted to barbarians). 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 9 
  Poison (Su): Snake bite—Injury, Fort DC 29, 2d6 Con 
  drain/2d6 Con drain. A creature reduced to 0 Con by this 
  poison immediately transforms into a mane.  Only a miracle 
  or wish can reverse this transformation.  Molydeus venom is 
  supernaturally potent and can harm creatures normally 
  immune to poison (including those under the effects of 
  spells such as neutralize poison or heroes’ feast, but not 
  constructs, oozes, plants, or undead).  Against such creatures, 
  its effects are reduced to 1d6 Con for both initial and 
  secondary damage. 
  Snakebite (Ex): A molydeus’s snake head can strike 
  independently of the demon’s other actions.  It can make a 
  bite attack as a free action once per round while the 
  molydeus takes any other standard or full-round action.  The 
  snake head always strikes as a secondary attack. 
  Summon Tanar’ri (Sp): Once per day, a molydeus can 
  automatically summon 1d6 babaus, 1d4 chasmes, or one 
  marilith.  This ability is the equivalent of a 9th level spell (CL 
  19th). 
  True Seeing (Su): A molydeus has a continuous true seeing 
  ability, as the spell (CL 19th).  This ability cannot be dispelled. 
  Description This fiend stands 12 feet tall and wields a massive 
  Greataxe carved with jagged runes and a glittering red ruby 
  set into the base of the shaft.  The demon has crimson skin, 
  clawed hands, and the head of a leering demonic hyena with 
  silver eyes and great slavering fangs.  A writhing snake 
  protrudes from the side of the demon’s neck, coiling and 
  hissing menacingly. 
  Sources Fiendish Codex I 
   
  D R E A M  V E S T I G E 
  CR  16 
  CE Huge undead (incorporeal) 
  Init +9; Senses blindsight 120 ft., darkvision 60 ft., Listen +25, 
  Spot +25 
  Aura desecrating aura, frightful presence, deflective aura 
  Languages all 
  AC 31, touch 31, flat-footed 26 
   (-2 size, +5 Dex, +18 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 179 (17 HD); DR 10/— 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  SR 28 
  Fort +9, Ref +14, Will +19 
  Speed fly 40 ft. (8 squares) (perfect) 
  Melee 4 tendrils +13 melee touch (3d6+2 plus form 
  consumption) 
  Space 15 ft.; Reach 20 ft. 
  Base Atk +8; Grp — 
  Atk Options form consumption 
  Special Actions Combat Reflexes 
  Abilities Str —, Dex 20, Con —, Int 18, Wis 20, Cha 20 
  SQ dream travel, incorporeal traits, undead traits, inescapable 
  craving, self spawn 
  Feats Combat Reflexes, Great Fortitude, Iron Will, Improved 
  Initiative, Lightning Reflexes, Weapon Finesse 
  Skills Concentration +24, Diplomacy +6, Hide +16, Listen +25, 
  Move Silently +24, Search +24, Sense Motive +25, Spellcraft 
  +24, Spot +25, Survival +5 (+7 following tracks) 
  Desecrating Aura (Su): A dream vestige gives off a 20-foot-
  radius emanation of utter desecration, imbuing its 
  surroundings with negative energy.  This ability works much 
  like a desecrate spell, except that the vestige itself is treated as 
  the shrine of an evil power.  All undead within 20 feet of the 
  dream vestige, including itself, gain a +2 profane bonus on 
  attack rolls, damage rolls, and saving throws, and +2 hp per 
  HD (the stats above include these bonuses already).  Cha 
  checks made to turn undead within this area take a -6 
  penalty.  A dream vestige’s desecrating aura cannot be 
  dispelled except by a dispel evil spell or similar effect.  If the 
  effect is dispelled, the dream vestige can resume it as a free 
  action on its next turn.  Its desecrating aura is suppressed if a 
  dream vestige enters a consecrated or hallowed area, but the 
  dream vestige’s presence also suppresses the consecrated or 
  hallowed effect for as long as it remains in the area. 
  Form Consumption (Su): Each touch by a dream vestige’s 
  tendril drains a portion of the victim’s mind (though non-
  intelligent or mindless creatures are immune to a dream 
  vestige’s lascivious caresses).  Each touch deals 1d4 points of 
  Int drain to the victim.  When a dream vestige drains a 
  victim’s Int, it gains 5 temporary hp, no matter how many 
  points in drains.  Temporary hp gained in this way last for up 
  to 1 hour.  At the beginning of a dream vestige’s subsequent 
  action after a creature has been drained to 0 Int, the victim’s 
  body is automatically engulfed and dissolved by the dream 
  vestige, leaving nothing behind, not even dust. 
  Frightful Presence (Su): A dream vestige can inspire terror by 
  charging or attacking.  Affected creatures must succeed on a 
  DC 23 Will save or become shaken, remaining in that 
  condition as long as they remain within 60 feet of the dream 
  vestige.  A creature that successfully saves cannot be affected 
  by that dream vestige’s frightful presence for 24 hours.  The 
  save DC is Cha-based. 
  Deflective Aura (Su): A dream vestige is protected by a 
  powerful aura of dream energy.  This special aura increases 
  its AC deflection bonus by 13, which is already factored into 
  the stats above. 
  Dream Travel (Su): A dream vestige can pull itself fully into 
  the world of dreams, leaving behind the waking world, as a 
  standard action.  For every minute the vestige moves 
  through the dream realm, it travels 5 miles in the waking 
  world.  A dream vestige can also use this ability to travel 
  across planar borders, should it desire.  A dream vestige 
  always knows where it will come out in the waking world. 
  Inescapable Craving: A dream vestige has an inescapable 
  craving for bodies, which it satisfies by using its form 
  consumption ability. 
  Self Spawn (Ex): When a dream vestige gains a number of 
  temporary hp equal to its full normal hp total, it self spawns, 
  splitting into two identical dream vestiges, each with a 
  number of hp equal to the original dream vestige’s full 
  normal total. 
  Description A mighty river of fog streams forward like an evil 
  waterfall, swollen with storm and spray.  Accompanying the 
  shape is a susurrus of dreamlike voices that murmur, cry, and 
  rail against some terrible fate.  Slender tendrils of mist 
  extend from the mass, patting and feeling for sustenance. 
  Sources Libris Mortis 
   
  E N E R G O N,  A D V A N C E D  E V O L V E D  N E C R O M E N T A L  
  XE G-Y I   
  CR  16 
  Xeg-Yi Lurking Terror 2 
  NE Large undead (incorporeal, augmented) 
  
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  Page 10 
  Init +3; Senses darkvision 90 ft.; Listen +0, Spot +7 
  Languages none  
  AC 17, touch 17, flat-footed 14 
   (-1 size, +3 Dex, +5 deflection) 
  Miss Chance 50% (incorporeal) 
  hp 135 (15 HD); fast healing 3 
  Immune poison, sleep effects, paralysis, stunning, critical hits, 
  flanking 
  Resist positive energy effects 10 
  Fort +10, Ref +11, Will +11 
  Speed fly 20 ft. (4 squares) (good) 
  Melee negative energy touch +12 incorporeal touch (2d6 
  negative energy damage plus energy drain) or 
  Ranged negative energy ray +12 ranged touch (3d6 negative 
  energy damage plus energy drain) 
  Space 10 ft.; Reach 15 ft. 
  Base Atk +10; Grp +10 
  Atk Options negative energy lash, energy drain 
  Special Actions Combat Reflexes, rebuke undead, spell-like 
  abilities 
  Spell-Like Abilities (CL 15th): 
   1/day—circle of death (DC 16), cone of cold (DC 15), creeping 
  doom, greater invisibility, see invisibility 
  Abilities Str —, Dex 17, Con —, Int 1, Wis 10, Cha 11  
  SQ incorporeal, explosion, create spawn, fast healing, improved 
  darkvision, deathly power 
  Feats Combat Reflexes, Extended Reach, Extra Turning, Great 
  FortitudeB, Improved Natural Attack (incorporeal touch, 
  ranged touch), Positive Energy Resistance 
  Skills Hide +10, Spot +7 
  Possessions none  
  Deathly Power (Ex): A lurking terror adds its class level to any 
  save DCs for the Ex and Su special abilities possessed by an 
  undead creature of its kind. 
  Negative Energy Ray (Ex): A xeg-yi’s energy ray has a range of 
  30 feet. 
  Explosion (Su): If a xeg-yi is reduced to 0 hp, its body is 
  instantaneously destroyed in an explosion of negative 
  energy that deals 1d8+9 points of damage to everyone in a 
  20-foot-radius burst (Fort DC 19 half). 
  Negative Energy Lash (Su): A xeg-yi can make a ranged touch 
  attack or hit with an incorporeal touch attack to infuse a 
  target with negative energy.  This deals an additional 2d8+5 
  points of negative energy damage to a living target but heals 
  an undead creature by the same amount.  A xeg-yi can 
  control its negative energy enough to avoid healing an 
  undead foe (dealing only the base damage).  This power can 
  be used up to five times per day. 
  Rebuke Undead (Su): A xeg-yi can flood a 60-foot-radius area 
  with negative energy, making undead creatures cower in 
  fear.  It rebukes undead as a 15th-level cleric, doing so up to 
  five times per day.  It cannot command undead. 
  Create Spawn (Su): An elemental slain by a necromental’s 
  energy drain attack rises as a necromental 1d4 days after 
  death. 
  Energy Drain (Su): Living creatures hit by a necromental’s 
  natural weapon attack gain one negative level.  A 
  necromental can use its energy drain ability once per round, 
  regardless of the number of natural weapon attacks the 
  necromental possesses.  The save DC to remove the negative 
  level 24 hours later is 19.  When a necromental bestows a 
  negative level on a victim, it gains 5 temporary hp (10 on a 
  critical hit).  These temporary hp last for up to 1 hour. 
  Fast Healing (Ex): A necromental heals 3 points of damage 
  each round as long as it has at least 1 hp and is within 5 feet 
  of some form of its element. 
  Description A translucent globe, about 2 feet across, that floats 
  and shimmers in the air, giving off a cold glow.  Emerging 
  from the lower hemisphere of the globe are six to twelve 
  tentacles.  The only other feature is a pair of spots on the 
  upper hemisphere that suggest eyes. 
  Sources Manual of the Planes, Libris Mortis 
   
  E N T R O P I C  R E A P E R,  A D V A N C E D 
  CR  16 
  CE Medium undead (extraplanar, chaotic) 
  Init +9; Senses darkvision 60 ft., Listen +42, Spot +42 
  Languages Common, Abyssal, Celestial 
  AC 20, touch 12, flat-footed 18 
   (+2 Dex, +8 natural) 
  hp 342 (35 HD); fast healing 10; DR 10/cold iron and lawful 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  SR 22 
  Fort +11, Ref +13, Will +24 
  Speed 30 ft. (6 squares) 
  Melee large scythe +27/+22 (2d6+15 plus entropic blade/19-
  20/x4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +17; Grp +27 
  Atk Options Cleave, Combat Expertise, Improved Bull Rush, 
  Mobility, Power Attack, Spring Attack, Whirlwind Attack, 
  entropic blade 
  Special Actions Combat Reflexes, Dodge, spell-like abilities 
  Combat Gear large scythe 
  Spell-Like Abilities (CL 35th; DC is Cha-based): 
   1/day—plane shift (DC 20) 
  Abilities Str 30, Dex 14, Con —, Int 13, Wis 20, Cha 16 
  SQ master of the scythe, undead traits 
  Feats Cleave, Combat Expertise, Combat Reflexes, Dodge, 
  Mobility, Improved Bull Rush, Improved Critical (scythe), 
  Improved Initiative, Improved Toughness, Power Attack, 
  Spring Attack, Whirlwind Attack 
  Skills Concentration +40, Knowledge (the planes) +39, Listen 
  +42, Spot +42 
  Entropic Blade (Su): An entropic reaper confers the entropic 
  property upon any weapon it wields – usually a normal 
  scythe.  An entropic blade functions in all ways like the kind 
  of weapon it is, with the following addition.  Any time the 
  entropic reaper successfully deals damage with its entropic 
  blade, the victim must make a DC 30 Fortitude save or be 
  overcome by searing pain, as the victim’s form melts, flows, 
  writhes, and boils.  During this entropic state, the victim 
  cannot cast spells or use magic items, and it attacks blindly, 
  unable to distinguish friend from foe (-4 penalty on attack 
  rolls and a 50% miss chance, regardless of the attack roll).  
  Each round spent in this entropic state, the victim takes 1 
  point of Wis drain from the mental shock.  If the victim’s 
  Wis score falls to 0, it discorporates into nothingness. 
   
  A victim can gain control over itself by taking a standard 
  action to attempt a DC 30 Cha check.  Success renders the 
  victim immune from the entropic state for 1 minute.  On a 
  failure, the victim can still repeat this check each round until 
  successful.  The entropic state is not a disease or a curse, so it 
  
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  Page 11 
  is hard to remove.  A shapechange or stoneskin spell does not 
  cure an afflicted creature but fixes its state for the duration of 
  the spell.  A restoration, heal, or greater restoration spell 
  removes the affliction (though a separate restoration is 
  necessary to remove any drained points of Wis).  The save 
  DC is Cha-based. 
  Master of the Scythe (Su): The entropic reaper is a master of 
  the scythe, and gains the ability to wield a weapon one size 
  larger than normal.  It also treats the scythe as if it were a 
  mighty cleaving weapon, which allows it to make one 
  additional cleave attempt in a round.  Scythe counts as 
  chaotic-aligned for purposes of overcoming DR. 
  Description A skeletal being cloaked in a great black robe and 
  head-concealing hood holds a large scythe in both hands.  
  The head of the scythe is an absence of space, a blade-shaped 
  hole in reality that draws in light around it. 
  Sources Libris Mortis 
   
  G O L E M,  A D V A N C E D  FA N G 
  CR  12 
  N Huge construct 
  Init +4; Senses darkvision 60 ft., low-light vision, Listen +1, 
  Spot +1 
  Languages understands ragewalker’s orders 
  AC 23, touch 12, flat-footed 19 
   (-2 size, +4 Dex, +11 natural) 
  hp 240 (28 HD); DR  5/adamantine or bludgeoning 
  Immune mind-affecting spells and abilities, poison, sleep 
  effects, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  necromancy effects, critical hits, nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion, energy drain, any 
  effect that requires a Fort save unless it also works on objects 
  or is harmless, death from massive damage, magic (see 
  immunity to magic) 
  Fort +9, Ref +13, Will +10 
  Weakness sonic (see immunity to magic) 
  Speed 30 ft. (6 squares) 
  Melee 2 claws +28 (3d6+9) or 
  Ranged spikes +28 (3d6+9) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +21; Grp +38 
  Atk Options verdant surge 
  Special Actions spikes 
  Abilities Str 28, Dex 18, Con —, Int —, Wis 12, Cha 1 
  SQ construct traits, death throes, immunity to magic 
  Immunity to Magic (Ex): A fang golem is immune to any spell 
  or spell-like ability that allows spell resistance, except shout 
  or greater shout and any orb of sound spell. 
   
  Any magical attack against a fang golem that deals cold 
  damage heals 1 point of damage for every 3 points of damage 
  it would otherwise deal. If the amount of healing would 
  cause the golem to exceed its full normal hit points, it gains 
  any excess as temporary hit points that last for up to 1 hour. 
  A fang golem receives no saving throw against magical 
  attacks that deal cold damage. 
  Verdant Surge (Su): Any creature hit by a fang golem’s melee 
  attack or spikes ability takes a -2 penalty on saving throws 
  made to resist the effects of a druid spell or a spell or ability 
  from a fey creature.  This effect lasts for 1 minute. 
  Spikes (Ex): A fang golem can launch a volley of spikes to a 
  range of 80 feet with no range increment.  All targets must 
  be within 30 feet of each other.  A fang golem can use this 
  ability up to five times in any 24 hour period. 
  Death Throes (Ex): When killed, a fang golem explodes in a 20-
  foot-radius burst that deals 8d6 points of piecing damage to 
  everything in the area (Reflex DC 24 half).  The save is Con-
  based. 
  Description A hulking, bestial form looms from the shadows.  
  It looks like a wild animal, but its shape is jagged and 
  unnatural.  The creature rears up, and suddenly the air is 
  filled with spikes. 
  Sources Monster Manual IV 
   
  L I V I N G  S P E L L,  C H I LL I N G  F O G 
  CR  9 
  N Large ooze 
  Init +1; Senses blindsight 60 ft., blind, Listen +1 
  Languages none 
  AC 15, touch 15, flat-footed 14 
   (-1 size, +1 Dex, +5 deflection) 
  hp 81 (9 HD); DR 10/magic 
  Immune mind-affecting spells and abilities, gaze attacks, visual 
  effects, illusions, attack forms which rely  on sight, poison, 
  sleep effects, paralysis, polymorph, stunning, critical hits, 
  flanking 
  SR 19 
  Fort +10, Ref +9, Will +9 
  Speed 20 ft. (4 squares) 
  Melee slam +7 (1d6+3 plus 9d6 cold) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Atk Options cone of cold, engulf 
  Abilities Str 15, Dex 12, Con 15, Int —, Wis 12, Cha 15 
  SQ ooze traits 
  Cone of Cold (Su): A creature hit by a chilling fog’s slam attack 
  or engulfed by it is dealt 9d6 points of cold damage (Reflex 
  DC 17 half). 
  Engulf (Ex): A chilling fog can flow around creatures that fit 
  within its space as a standard action.  It cannot make a slam 
  attack during a round in which it engulfs.  The chilling fog 
  merely has to move over the opponents, affecting as many as 
  it can cover.  Opponents can make attacks of opportunity 
  against a chilling fog, but if they do so they are not entitled 
  to a saving throw.  Those who do not attempt attacks of 
  opportunity must succeed on a DC 17 Reflex save or be 
  engulfed, on a success, they are pushed back or aside 
  (opponent’s choice) as the spell moves forward.  Engulfed 
  creatures take 9d6 points of cold damage (Reflex DC 17 half) 
  each round on the living spell’s turn and are considered to be 
  grappled. 
  Description A thick fog bank radiates cold as it drifts toward 
  you. 
  Sources Monster Manual III 
   
  L I V I N G  S P E L L,  L I V I N G  C L O U D K I L L 
  CR  7 
  N Large ooze 
  Init +1; Senses blindsight 60 ft., blind, Listen +1 
  Languages none 
  AC 15, touch 15, flat-footed 14 
   (-1 size, +1 Dex, +5 deflection) 
  hp 90 (10 HD); DR 10/magic 
  Immune mind-affecting spells and abilities, gaze attacks, visual 
  effects, illusions, attack forms which rely  on sight, poison, 
  sleep effects, paralysis, polymorph, stunning, critical hits, 
  flanking 
  SR 20 
  Fort +10, Ref +9, Will +9 
  Speed 40 ft. (8 squares) 
  
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  Page 12 
  Melee slam +8 (1d6+3 plus poison) 
  Space 10 ft.; Reach 5 ft. 
  Base Atk +7; Grp +13 
  Atk Options cloudkill, engulf 
  Abilities Str 15, Dex 12, Con 15, Int —, Wis 12, Cha 15 
  SQ ooze traits 
  Cloudkill (Su): A creature hit by a living cloudkill’s slam attack 
  or engulfed by it is poisoned as by the cloudkill spell.  A living 
  creature with 3 or fewer HD is automatically killed (no save), 
  a creature with 4 to 6 HD is slain unless it succeeds on a DC 
  17 Fortitude save (in which case it takes 1d4 points of Con 
  damage), and a living creature with 6 or more HD takes 1d4 
  points of Con damage (Fortitude DC 17 half).  This damage 
  applies when the creature is struck by a slam attack, or each 
  round it remains engulfed by the living cloudkill. 
  Engulf (Ex): A living cloudkill can flow around creatures that 
  fit within its space as a standard action.  It cannot make a 
  slam attack during a round in which it engulfs.  The living 
  cloudkill merely has to move over the opponents, affecting 
  as many as it can cover.  Opponents can make attacks of 
  opportunity against a living cloudkill, but if they do so they 
  are not entitled to a saving throw.  Those who do not attempt 
  attacks of opportunity must succeed on a DC 17 Reflex save 
  or be engulfed, on a success, they are pushed back or aside 
  (opponent’s choice) as the spell moves forward.  Engulfed 
  creatures suffer the full normal effects of a cloudkill spell (see 
  above) each round on the living spell’s turn and are 
  considered to be grappled. 
  Description A thick green fog hangs low on the ground, 
  almost seeming to reach hungrily toward you. 
  Sources Eberron Campaign Setting 
   
  L O C U S T  S W A R M,  B LO O D F I E N D 
  CR  8 
  CE Fine vermin (extraplanar, swarm) 
  Init +4; Senses darkvision 60 ft., Listen +1, Spot +1 
  Languages none 
  AC 27, touch 22, flat-footed 23 
   (+8 size, +4 Dex, +5 natural) 
  hp 105 (14 HD)  
  Immune flanking, trips, grapples, bull rushes, spells or effects 
  that target a specific number of creatures, critical hits, 
  weapon damage, mind-affecting spells and effects 
  Fort +11, Ref +8, Will +5 
  Weakness take +50% damage from area effects and spells (such 
  as splash weapons and many evocation spells); susceptible to 
  high winds; can’t grapple 
  Speed 20 ft. (4 squares), fly 20 ft. (perfect) 
  Melee swarm (3d6 plus energy drain) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp — 
  Atk Options energy drain, distraction 
  Abilities Str 1, Dex 18, Con 14, Int —, Wis 13, Cha 11 
  SQ reanimate, swarm traits, vermin traits 
  Energy Drain (Su): Living creatures hit by a bloodfiend locust 
  swarm gain one negative level.  If the negative level has not 
  been removed (with a spell such as restoration) before one day 
  has passed, the afflicted opponent must succeed on a 
  Fortitude save (DC 19) to remove it. 
  Reanimate (Su): A humanoid or monstrous humanoid killed 
  by the energy drain attack of a bloodfiend locust swarm rises 
  2d6 hours later as a fiendish vampire swarm. 
  Distraction (Ex): Any living creature that begins its turn with a 
  bloodfiend locust swarm in its space must succeed on a DC 
  19 Fort save or be nauseated for 1 round.  The save DC is 
  Con-based.  Spellcasting or concentrating on spells within 
  the area of a swarm requires a Concentration check (DC 20 + 
  spell level).  Using skills that involve patience and 
  concentration requires a DC 20 Concentration check. 
  Description A swarm of locusts which will attempt to tear the 
  flesh from any creature they encounter. 
  Sources Fiend Folio 
   
  M A G E R I P P E R  S W A R M,  A D V A N C E D 
  CR  8 
  CN Tiny aberration (swarm) 
  Init +5; Senses blind, blindsense 30 ft., sense magic 30 ft., 
  Listen +20 
  Aura dispelling aura 
  Languages none 
  AC 19, touch 17, flat-footed 14 
   (+2 size, +5 Dex, +2 natural) 
  hp 122 (18 HD) 
  Immune gaze attacks, illusions, visual effects, flanking, trips, 
  grapples, bull rushes, spells or effects that target a specific 
  number of creatures (with the exception of mind-affecting 
  effects if the swarm has an Int and a hive mind), critical hits 
  Resist half damage from slashing and piercing weapons; SR 21 
  Fort +10, Ref +14, Will +15 
  Weakness take +50% damage from area effects and spells (such 
  as splash weapons and many evocation spells); can’t grapple 
  Speed 20 ft. (4 squares), climb 10 ft. 
  Melee swarm (4d6 plus magic leech) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +13; Grp — 
  Atk Options distraction, magic leech 
  Abilities Str 4, Dex 20, Con 12, Int 6, Wis 12, Cha 16 
  SQ swarm traits, hive mind 
  Feats Ability Focus (magic leech), Great Fortitude, Iron Will, 
  Lightning Reflexes, Run, Skill Focus (Listen), Stealthy, Track 
  Skills Climb +5, Listen +20, Move Silently +7, Survival +6 
  Hive Mind (Ex): A mageripper swarm has a hive mind, which 
  makes it susceptible to mind-affecting spells.  For purposes 
  of such spells, the swarm is a single creature of the 
  aberration type. 
  Sense Magic (Su): A mageripper swarm automatically detects 
  magic auras within 30 ft., and it knows the strength and 
  location of each.  It can also detect creatures that possess the 
  ability to case spells or use spell-like abilities. 
  Dispelling Aura (Su): At the end of each of a mageripper 
  swarm’s turns, it can attempt a dispel check against one 
  randomly selected ongoing spell or spell-like effect on each 
  creature in its space.  This works like the area dispel effect of 
  the dispel magic spell, with the following differences.  The 
  dispelled spell is selected randomly from those currently 
  active on an affected creature, rather than being one with the 
  highest spell level.  This ability has no effect on permanent 
  magic items. 
   
  For each spell dispelled by its aura, a mageripper swarm 
  gains temporary hit points equal to 2 x that spell’s level.  
  These temporary hp last for up to 24 hours, and a swarm can 
  gain a maximum number of temporary hp equal to its full 
  normal hp total.  A mageripper swarm that gains the 
  maximum number of temporary hp and retains them for a 
  full 24 hours advances 1 HD at the end of this period, 
  increasing its capabilities as normal for advancement. 
  Magic Leech (Su): In addition to dealing damage to creatures 
  whose space it occupies, a mageripper swarm drains away the 
  ability to cast spells and use spell-like abilities, feeding on the 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 13 
  magical energy.  At the end of a mageripper’s swarm’s turn, 
  each creature in its space must succeed on a DC 24 Will save 
  or lose one prepared spell or spell slot of the highest level 
  available.  The save DC is Cha-based.  A creature with a spell-
  like ability that fails its save loses one daily use of its highest 
  level ability.  If this spell-like ability is usable at will, the 
  creature will be unable to use it for 1 minute.  If the target 
  has no spells prepared, no remaining spell slots, and no uses 
  of spell-like abilities remaining, this ability has no effect.  A 
  mageripper swarm cannot choose which spell to drain; 
  determine this randomly. 
   
  For each spell drained in this way, a mageripper swarm 
  gains temporary hit points equal to 5 x the spell’s level.  
  These temporary hp last for up to 24 hours, and a swarm can 
  gain a maximum number of temporary hp equal to its full 
  normal hp total.  A mageripper swarm that gains the 
  maximum number of temporary hp and retains them for a 
  full 24 hours advances 1 HD at the end of this period, 
  increasing its capabilities as normal for advancement. 
  Distraction (Ex): Any living creature that begins its turn with a 
  mageripper swarm in its space must succeed on a DC 20 Fort 
  save or be nauseated for 1 round.  The save DC is Con-based.  
  Spellcasting or concentrating on spells within the area of a 
  swarm requires a Concentration check (DC 20 + spell level).  
  Using skills that involve patience and concentration requires 
  a DC 20 Concentration check. 
  Skills: Mageripper swarms have a +8 racial bonus on Climb 
  checks and can always choose to take 10 on Climb checks, 
  even if rushed or threatened. 
  Description A writhing mass of bizarre little creatures swarms 
  across the floor, myriad tentacles waving like antennae.  
  They are eyeless, their bodies little more than gaping jaws 
  filled with teeth, yet they move unerringly toward you. 
  Sources Monster Manual IV 
   
  M U T A N T  FO U R  A R M E D  H A L F-F I E N D  G A R G O Y LE  O F  
  L E G E N D 
  CR  16 
  CE Large outsider (native) 
  Init +8; Senses darkvision 60 ft., Listen +27, Spot +27 
  Languages Common, Terran 
  AC 32, touch 13, flat-footed 28 
   (-1 size, +4 Dex, +19 natural) 
  hp 300 (21 HD); DR 10/— 
  Immune mind-affecting effects, poison, polymorph effect 
  Resist acid 10, cold 10, electricity 10, fire 10; SR 31 
  Fort +26, Ref +13, Will +10 
  Speed 40 ft. (8 squares), fly 60 ft. (average) 
  Melee 4 claws +31 (2d8+17) and 
   
  bite +29 (2d6+8) and 
   
  gore +29 (2d6+8) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +36 
  Atk Options Awesome Blow, Cleave, Great Cleave, Improved 
  Bull Rush, Improved Sunder, Power Attack, rend, smite good 
  1/day, natural weapons considered magic for purposes of DR 
  Special Actions breath weapon, freeze, reflective hide, spell-
  like abilities 
  Spell-Like Abilities (CL 21st; DC is Cha-based): 
   3/day—darkness, poison (DC 17), unholy aura 
   1/day—blood to water (DC 20), contagion (DC 16), desecrate, 
  finger of death (DC 20), horrid wilting (DC 21), summon 
  monster IX (fiends only), unhallow, unholy blight (DC 17) 
  Abilities Str 44, Dex 18, Con 33, Int 14, Wis 12, Cha 16 
  Feats Alertness, Awesome Blow, Cleave, Great Cleave, 
  Improved Bull Rush, Improved Initiative, Improved Sunder, 
  Multiattack, Power Attack 
  Skills Bluff +15, Climb +29, Concentration +23, Diplomacy +7, 
  Disguise +3 (+5 to act), Hide +26, Intimidate +17, Listen +27, 
  Move Silently +16, Search +14, Sense Motive +13, Spot +27, 
  Survival +1 (+3 tracking) 
  Possessions gem-studded collar 
  Breath Weapon (Su): Every 1d4 rounds, the monster of legend 
  can use a breath weapon (15-foot cone, 3d6 acid damage, 
  Reflex DC 31 half).  The save DC is Con-based. 
  Freeze (Ex): A gargoyle can hold itself so still it appears to be a 
  statue.  An observer must succeed on a DC 20 Spot check to 
  notice the gargoyle is really alive. 
  Reflective Hide (Su): The creature has a silvery sheen to its 
  skin.  It is permanently protected by a spell turning effect. 
  Rend (Ex): If the four-armed mutant gargoyle hits with two or 
  more claw attacks, it briefly latches onto the opponent’s body 
  and tears the flesh.  This attack automatically deals an extra 
  2d8+34 points of damage. 
  Smite Good (Su): Once per day, a half-fiend can make a normal 
  melee attack to deal extra damage equal to its HD (maximum 
  of +20) against a good foe. 
  Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and 
  Spot checks.  The Hide bonus increases by +8 when the 
  gargoyle is concealed against a background of stone. 
  Description A grotesque, winged humanoid with a horned 
  head and stony hide with a silvery sheen lunges forward, its 
  four arms each tipped with wicked rocky claws.  Around the 
  creature’s neck is a collar studded with huge, gleaming gems. 
  Sources Tomb of Horrors (3.5 update) 
   
  N A G A H Y D R A 
  CR  18 
  N Huge aberration 
  Init +2; Senses darkvision 60 ft., Listen +21, Spot +21 
  Languages Common, Abyssal 
  AC 20, touch 10, flat-footed 18 
   (-2 size, +2 Dex, +10 natural) 
  hp 176 (18 HD); fast healing 15 
  Fort +11, Ref +10, Will +17 
  Speed 40 ft. (8 squares), swim 50 ft. 
  Melee 7 bites +22 (2d6+10 plus poison) 
  Space 15 ft.; Reach 10 ft. 
  Base Atk +13; Grp +31 
  Atk Options poison 
  Special Actions Combat Reflexes (allows it to use all of its 
  heads for attacks of opportunity), Dodge, spells 
  Sorcerer Spells Known (CL 15th; save DC is Cha-based; may 
  cast one spell per round per head): 
   7th (4/day)—forcecage, limited wish 
   6th (6/day)—chain lightning (DC 21), globe of invulnerability, 
  mass hold person (DC 21) 
   5th (7/day)—cone of cold (DC 20), dominate person (DC 20), 
  summon monster V, teleport 
   4th (7/day)—confusion (DC 19), fire shield, stoneskin, wall of fire 
   3rd (7/day)—blink, dispel magic, fireball (DC 18), fly 
   2nd (7/day)—bull’s strength, eagle’s splendor, fog cloud, scorching 
  ray (3 rays, +13 ranged touch), see invisibility 
   1st (8/day)—alarm, burning hands (DC 16), mage armor, ray of 
  enfeeblement (+13 ranged touch), Tenser’s floating disk 
   0 (6/day)—detect magic, detect poison, light, mage hand, 
  open/close, prestidigitation, ray of frost (+13 ranged touch), read 
  magic, resistance 
  Abilities Str 30, Dex 14, Con 20, Int 16, Wis 19, Cha 21 
  
  HORRORS NEVER DIE – RETURN TO THE TOMB 
   
  Page 14 
  SQ hydra, scent 
  Feats Alertness, Combat Casting, Combat ReflexesB, Dodge, 
  Eschew 
  MaterialsB, 
  Iron 
  Will, 
  Lightning 
  Reflexes, 
  Toughness, Weapon Focus (bite)  
  Skills Bluff +18, Concentration +18, Diplomacy +9, Disguise 
  +18 (+20 acting), Intimidate +21, Listen +21, Sense Motive 
  +17, Spellcraft +16, Spot +21, Swim +18 
  Hydra (Ex):  A nagahydra counts as a hydra for all purposes.  It 
  can attack with all of its heads without penalty, even after 
  moving or charging.  As a hydra it can be killed by slaying its 
  body or severing all of its heads (sunder attempt with a 
  slashing weapon at a specific head, each head has hp equal to 
  the creature’s full hp, divided by 5).  A severed nagahydra 
  head regrows from the stump in 1d4 rounds. 5 points of fire 
  or acid damage applied to the stump (touch attack required 
  to hit) will prevent regrowth for 24 hours.  A flaming 
  weapon or similar effect deals its energy damage to the 
  stump in the same blow in which the head is severed.  Fire or 
  acid damage from an area effect may burn multiple stumps 
  in addition to dealing damage to the nagahydra’s body.  A 
  nagahydra does not die from losing all of its heads until all of 
  them have been cut off and the stumps seared by fire or acid. 
  Poison (Ex): Bite, injury, Fortitude DC 24, 1d12 Con/1d12 Con. 
   Save DC is Con-based. 
  Skills: A nagahydra has a +2 racial bonus on Listen checks and 
  Spot checks, thanks to its multiple heads.  A nagahydra has a 
  +8 racial bonus to any Swim check to perform some special 
  action or avoid a hazard.  It can always choose to take 10 on a 
  Swim check, even if distracted or endangered.  It can use the 
  run action while swimming, provided it swims in a straight 
  line. 
  Description This hideous, multihued monstrosity resembles a 
  tangle of human-headed snakes sharing a common tail. 
  Sources Serpent Kingdoms 
   
  R A G E W A L K E R 
  CR  14 
  NE Large fey 
  Init +11; Senses low-light vision, Listen +27, Spot +27 
  Aura induce blood frenzy, weapon cloud 
  Languages Common, Abyssal, Infernal, Sylvan 
  AC 28, touch 16, flat-footed 21 
   (-1 size, +7 Dex, +6 armor, +6 natural) 
  hp 165 (22 HD); fast healing 5; DR 10/cold iron 
  SR 26 
  Fort +13, Ref +20, Will +15 
  Speed 50 ft. (10 squares) 
  Melee +5 spiked chain +22/+17/+12 (2d6+11) or 
  Melee 2 claws +17 (1d6+4) 
  Space 10 ft.; Reach 10 ft. (spiked chain up to 20 ft.) 
  Base Atk +11; Grp +19 
  Special Actions Combat Reflexes, control living spells 
  Combat Gear spiked chain 
  Spell-Like Abilities (CL 20th; DC is Cha-based): 
  3/day—quickened empowered blade barrier (DC 23), bull’s 
  strength, greater magic weapon�, quickened empowered 
  wall of fire 
  �Already cast 
  Abilities Str 19, Dex 25, Con 19, Int 10, Wis 14, Cha 24  
  SQ fey traits, grafted armor, repel missiles 
  Feats Combat Reflexes, Empower Spell-Like Ability (blade 
  barrier, wall of fire), Great Fortitude, Improved Initiative, 
  Quicken Spell-Like Ability (blade barrier, wall of fire), Weapon 
  Finesse 
  Skills Diplomacy +9, Hide +28, Jump +37, Listen +27, Move 
  Silently +32, Sense Motive +27, Spot +27 
  Control Living Spells (Su): A ragewalker rebukes and 
  commands living spells in the same way that evil clerics 
  rebuke and command undead.  A ragewalker can use this 
  ability a number of times per day equal to 3 + its Cha bonus 
  (ten times per day for a typical ragewalker).  A ragewalker 
  rebukes and commands living spells as a cleric with a level 
  equal to one-half its HD. 
  Grafted Armor (Ex): A ragewalker wears armor it has 
  scavenged from countless battlefields.  This armor provides 
  significant protection in combat, but it imposes no max Dex 
  bonus, no armor check penalty, no movement penalty, and 
  no arcane spell failure chance.  Other creatures, even other 
  ragewalkers, cannot wear a ragewalker’s armor. 
  Induce Blood Frenzy (Su): Any creature coming within 10 
  feet of a ragewalker must make a DC 28 Will save or fly into 
  a mindless killing frenzy.  Any creature that fails its saving 
  throw gains a +2 bonus to Str and takes a -2 penalty to AC.  
  Affected creatures become unable to distinguish friend from 
  foe and must make a melee attack against the nearest 
  creature each round (using a full attack, if possible, or 
  charging if appropriate).  An affected creature is incoherent 
  and cannot talk, cast spells, or otherwise communicate for 
  the duration of the effect.  It remains in a frenzy for a 
  number of rounds equal to 10 minus its Wisdom bonus 
  (minimum of 1 round), even if the ragewalker is dead or no 
  longer present.  This is a mind-affecting ability.  The save DC 
  is Cha-based. 
  Repel Missiles (Su): Any time a thrown or projectile weapon is 
  used against a ragewalker, the weapon instead turns and 
  could strike the wielder.  The attacker compares his attack 
  roll against his own AC, figuring the attack’s success and 
  damage as if had attacked himself.  Ranged weapons with 
  epic enchantment bonuses are not affected by this ability. 
  Weapon Cloud (Su): Ragewalkers are surrounded at all times 
  by a cloud of flying, whirling weapons.  This cloud deals 2d6 
  points of slashing damage each round to any creature 
  adjacent to the ragewalker.  DR applies to this damage. 
  Description This tall creature looks at once slender and deadly. 
   Its generally humanoid body has thin legs and arms, and its 
  features are concealed by tight-fighting metal armor.  The 
  creature’s movements are graceful and sure, yet they are 
  sharp and angry at the same time.  Swords, axes, and other 
  bladed weapons spin around the creature in a tight cloud.  
  These weapons look sharp and deadly, but none come close 
  enough to the creature that it risks striking itself. 
  Tactics A ragewalker is most effective when it can induce a 
  blood frenzy in its foes, turning them against one another.  
  The ragewalker closes within 10 feet of its foes at the 
  beginning of combat to induce a blood frenzy in them.  Once 
  those foes have turned on each other, the ragewalker 
  carefully divides the battlefield with blade barriers and walls of 
  fire.  It then closes with its foes one at a time, enhancing its 
  combat with bull’s strength when possible. 
  Sources Monster Manual III 
   
  R A G E W I N D 
  CR  19 
  CE Large undead 
  Init +5; Senses blind-fight, darkvision 60 ft., see invisibility, 
  Listen +39, Spot +39 
  Languages Common  
  AC 22, touch 22, flat-footed 17 
   (-1 size, +5 Dex, +8 deflection) 
  
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  Page 15 
  hp 279 (31 HD); DR 15/magic 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  SR 30 
  Fort +10, Ref +15, Will +18 
  Speed fly 120 ft. (24 squares) (perfect) 
  Melee 6 longswords +17/+12/+7 (1d8+3/19-20) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +15; Grp +22 
  Atk Options Combat Expertise, Flyby Attack, Improved 
  Disarm, Improved Trip, Mobility, Power Attack, Spring 
  Attack, Whirlwind Attack 
  Special Actions Combat Reflexes, Dodge, blade fury, 
  whirlwind 
  Abilities Str 17, Dex 20, Con —, Int 13, Wis 13, Cha 12 
  SQ undead traits, superior multiweapon fighting, weapon 
  proficiency 
  Feats Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, 
  Flyby Attack, Improved Disarm, Improved Trip, Mobility, 
  Power Attack, Spring Attack, Whirlwind Attack 
  Skills Balance +7, Hide +35, Jump +5, Listen +39, Search +35, 
  Spot +39, Tumble +39 
  Blade Fury (Su): Three times per day, a ragewind can expand 
  itself outward into a 15-foot-radius spread, filling that entire 
  space with its whirling weapons.  This attack deals 20d6 
  points of slashing damage to every creature within that area 
  (DC 26 Reflex half).  Immediately after this attack, the 
  ragewind reverts to its normal size and shape.  Once it has 
  used its blade fury attack, it must wait 1d4+1 rounds before it 
  can do so again.  A ragewind cannot benefit from both blade 
  fury and whirlwind at the same time. 
  Whirlwind (Su): A ragewind can intensify the swirling air that 
  composes its usual form to the strength of a whirlwind as a 
  free action.  When it does so, it transforms into a whirling 
  mass of air and weapons 5 feet wide and 20 feet high.  Each 
  creature that is at least two size categories smaller than the 
  ragewind and in contact with it must succeed at a Reflex save 
  (DC 26) or take 3d6 points of damage.  Whether or not this 
  save is successful, an affected creature must immediately 
  make a second Reflex save against the same DC.  Failure 
  indicates that the affected creature is picked up by the winds 
  and takes an additional 1d8 points of damage that round and 
  each round thereafter that it remains suspended in the 
  winds.  The ragewind may also direct weapon attacks at 
  creatures caught within its whirlwind if desired, though it 
  gains no special bonuses for doing so.  A ragewind may also 
  cause its whirlwind to touch the ground, kicking up a 
  whirling cloud of debris with a 10-foot radius.  This cloud 
  obscures all vision, including darkvision, beyond 5 feet.  
  Creatures at a distance of 5 feet have concealment, and those 
  farther away have total concealment.  A creature caught in 
  this dust cloud must succeed at a DC 20 Concentration 
  check to cast a spell. 
  Invisibility (Su): At will, a ragewind can suppress its 
  whirlwind to become invisible.  This ability otherwise 
  functions like the invisibility spell (CL 20th). 
  See Invisibility (Su): This ability functions like the see 
  invisibility spell (CL 20th), except that is always active. 
  Superior Multiweapon Fighting (Ex): A ragewind fights with 
  six weapons at once.  Because the creature is an amalgam of 
  many dead warriors, a separate intelligence controls each 
  weapon.  Thus, the ragewind has no penalty on attack rolls 
  for attacking with multiple weapons and the number of 
  attacks and the damage bonus for each weapon are calculated 
  as though the weapon were held in a primary hand. 
  Weapon Proficiency: A ragewind is proficient with all simple 
  and martial weapons. 
  Description A churning whirlwind, within which dozens of 
  suspended weapons dance and clash.  Its form is a vaguely 
  humanoid, semisolid cloud of white or gray fog. 
  Sources Monster Manual II 
   
  S C A R A B  B E E T L E  S W A R M 
  CR  10 
  N Fine vermin (swarm) 
  Init +2; Senses darkvision 60 ft., Listen +1, Spot +1 
  Languages none 
  AC 26, touch 20, flat-footed 24 
   (+8 size, +2 Dex, +6 natural) 
  hp 135 (15 HD) 
  Immune flanking, trips, grapples, bull rushes, spells or effects 
  that target a specific number of creatures, critical hits, 
  weapon damage, mind-affecting spells and effects 
  Fort +13, Ref +7, Will +6 
  Weakness take +50% damage from area effects and spells (such 
  as splash weapons and many evocation spells); susceptible to 
  high winds; can’t grapple 
  Speed 30 ft. (6 squares), burrow 30 ft. 
  Melee swarm (5d6 plus desiccate) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +11; Grp — 
  Atk Options desiccate, distraction 
  Abilities Str 1, Dex 15, Con 18, Int —, Wis 12, Cha 4 
  SQ superior swarm, swarm traits, vermin traits 
  Desiccate (Ex): Scarab beetles can reduce a victim to nothing in 
  mere seconds.  Any living opponent damaged by a scarab 
  beetle swarm must make a DC 21 Fortitude save or take 1d6 
  points of Con damage.  A creature reduced to 0 Con by the 
  swarm is consumed completely, leaving behind items that 
  are not organic. 
  Superior Swarm (Ex): Scarab beetle swarms are exceptionally 
  dangerous and deal more swarm damage than their HD 
  would otherwise indicate. 
  Distraction (Ex): Any living creature that begins its turn with a 
  scarab beetle swarm in its space must succeed on a DC 21 
  Fort save or be nauseated for 1 round.  The save DC is Con-
  based.  Spellcasting or concentrating on spells within the 
  area of a swarm requires a Concentration check (DC 20 + 
  spell level).  Using skills that involve patience and 
  concentration requires a DC 20 Concentration check. 
  Description These beetles have shiny black carapaces 
  highlighted in turquoise red, and yellow and keen powerful 
  pincers. 
  Sources Fiend Folio 
   
  S H R E D S T O R M 
  CR  8 
  N Fine construct (swarm) 
  Init +6; Senses darkvision 60 ft., Listen +0, Spot +0 
  Languages none 
  AC 24, touch 24, flat-footed 18 
   (+8 size, +6 Dex) 
  hp 105 (14 HD) 
  Immune flanking, trips, grapples, bull rushes, spells or effects 
  that target a specific number of creatures, weapon damage, 
  
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  Page 16 
  electricity, mind-affecting spells and abilities, poison, sleep 
  effects, 
  paralysis, 
  stunning, 
  disease, 
  death 
  effects, 
  necromancy effects, critical hits, nonlethal damage, ability 
  damage, ability drain, fatigue, exhaustion, energy drain, any 
  effect that requires a Fort save unless it also works on objects 
  or is harmless, death from massive damage 
  Fort +4, Ref +10, Will +4 
  Weakness take +50% damage from area effects and spells (such 
  as splash weapons and many evocation spells); can’t grapple 
  Speed Fly 90 ft. (18 squares) (perfect) 
  Melee swarm (3d6 plus 2d6 electricity) 
  Space 10 ft.; Reach 0 ft. 
  Base Atk +10; Grp — 
  Atk Options distraction, penetration 
  Special Actions lightning bolt 
  Abilities Str 6, Dex 22, Con —, Int —, Wis 11, Cha 10 
  SQ construct traits, swarm traits 
  Distraction (Ex): Any living creature that begins its turn with a 
  shredstorm in its space must succeed on a DC 17 Fort save or 
  be nauseated for 1 round.  The save DC is Con-based.  
  Spellcasting or concentrating on spells within the area of a 
  swarm requires a Concentration check (DC 20 + spell level).  
  Using skills that involve patience and concentration requires 
  a DC 20 Concentration check. 
  Lightning Bolt (Su): A shredstorm can discharge part of its 
  electrical aura in a blast of electricity that acts as a lightning 
  bolt cast by a 14th-level caster (Reflex DC 17 half).  A 
  shredstorm requires 2d6 hours after each use of this ability 
  to build its electrical levels back up to full strength; during 
  this time, it deals only 1d6 points of electricity damage to 
  those whose space it occupies.  The save DC is Cha-based. 
  Penetration (Ex): The swarm attack of a shredstorm is treated 
  as an adamantine magic weapon for the purpose of 
  overcoming DR, and it strikes incorporeal creatures as a 
  magic weapon does.  When striking an object, a shredstorm 
  ignores any hardness less than 20. 
  Description A swirling dark cloud of metal shrapnel spins 
  through the air toward you, accompanied by a shrill grinding 
  noise.  Arcs of lightning flicker within the metallic swarm. 
  Sources Monster Manual III 
   
  S T O N E  J U G G E R N A U T  (G R E A T E R  S T O N E  G O LE M)
   
  CR  16 
  N Huge construct 
  Init -2; Senses darkvision 60 ft., low-light vision, Listen +0, Spot 
  +0 
  Languages none 
  AC 27, touch 6, flat-footed 27 
   (-2 size, -2 Dex, +21 natural) 
  hp 345 (42 HD); DR 10/adamantine 
  Immune mind-affecting effects, poison, sleep effects, paralysis, 
  stunning, disease, death effects, necromancy effects, critical 
  hits, nonlethal damage, ability damage, ability drain, fatigue, 
  exhaustion, energy drain, effects that require a Fortitude save 
  (unless the effect also works on objects or is harmless), death 
  from massive damage, magic (see below) 
  Fort +14, Ref +12, Will +14 
  Weakness immunity to magic (see below) 
  Speed 20 ft. (4 squares) 
  Melee trample (4d8+26) 
  Space 15 ft.; Reach 15 ft. 
  Base Atk +31; Grp +52 
  Atk Options trample 
  Special Actions slow 
  Abilities Str 37, Dex 7, Con —, Int —, Wis 11, Cha 1 
  SQ construct traits 
  Immunity to Magic (Ex): A stone golem is immune to any 
  spell or spell-like ability that allows spell resistance, In 
  addition, certain spells and effects function differently 
  against the creature. 
   
  A transmute rock to mud spell slows a stone golem (as the 
  slow spell) for 2d6 rounds, with no saving throw, while 
  transmute mud to rock heals all of its lost hp.  A stone to flesh 
  spell does not actually change the golem’s structure, but it 
  does negates its DR and immunity to magic for 1 full round. 
  Slow (Sp): A stone golem can use a slow effect, as the spell, as a 
  free action once every 2 rounds.  The effect has a range of 10 
  feet and a duration of 7 rounds, requiring a DC 31 Will save 
  to negate.  The save DC is Con-based. 
  Trample (Ex): A stone juggernaut can not make slam attacks 
  like a normal stone golem.  Instead, it makes a trample attack 
  as a full-round action (see Monster Manual, page 316).  
  Because of the special design of the hallway, this trample has 
  the following enhanced results.  The stone juggernaut’s 
  trample deals 4d8+26 points of damage and has a Reflex save 
  DC of 44.  Opponents cannot avoid the trample and must 
  make an opposed Dex or Str check against the stone 
  juggernaut’s Str check (total bonus before difference in size 
  modifiers is +22) to avoid being knocked prone and stop the 
  stone juggernaut’s movement (it cannot be knocked prone 
  itself). 
  Description You see what appears to be a giant stone elephant 
  rolling forward on stone rollers. 
  Sources Monster Manual, Tomb of Horrors (3.5 update) 
   
  T O M B M O T E 
  CR  2 
  CE Tiny undead 
  Init +7; Senses darkvision 60 ft., Listen +1, Spot +1 
  Languages Common, Abyssal (but don’t speak) 
  AC 18, touch 15, flat-footed 15 
   (+2 size size, +3 Dex, +3 natural) 
  hp 27 (3 HD) ; DR 2/cold iron or magic 
  Immune mind-affecting spells/abilities, magic sleep effects, 
  paralysis, stunning, disease, death effects, any effect that 
  requires a Fort save unless it also works on objects or is 
  harmless, critical hits, nonlethal damage, damage to physical 
  ability scores, ability drain, energy drain, fatigue, exhaustion, 
  death from massive damage 
  Fort +1, Ref +5, Will +4 
  Speed 20 ft. (4 squares), swim 20 ft. 
  Melee bite +6 (1d4-1 plus disease) 
  Space 2½ ft.; Reach 0 ft. 
  Base Atk +1; Grp -8 
  Atk Options disease, quickness 
  Abilities Str 8, Dex 17, Con —, Int 10, Wis 12, Cha 14 
  SQ undead traits 
  Feats Improved Initiative, Weapon Finesse 
  Skills Hide +12, Move Silently +4 
  Disease (Ex): A creature struck by a tomb mote’s bite attack 
  must make a DC 13 Fortitude save or be infected with a 
  disease known as corpse bloat (incubation period 1d3 days, 
  damage 1d6 Str).  The skin of a diseased victim turns a hue of 
  green, bloats, and is warm to the touch.  The save DC is Cha-
  based. 
  
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  Quickness (Su): A tomb mote is supernaturally quick.  It can 
  take an extra standard action or move action during its turn 
  each round. 
  Description These tiny, vaguely humanoid creatures are 
  animated accumulations of tomb litter – shards of bone, lone 
  teeth, matted hair, bits of shattered tombstone, and grave 
  dirt. 
  Sources Libris Mortis 
  
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  Page 1 
  NEW RULES ITEMS 
   
  NEW FEATS 
  Captivating Melody (Complete Mage) 
   
  You can expend some of your musical abilities to increase the potency of your enchantment or illusion spells. 
   
  Prerequisites: Bardic music, ability to cast arcane spells. 
   
  Benefit: As a swift action before casting a spell, you can attempt a Perform check (DC 15 + the level of the spell you 
  intend to cast).  If you succeed, you can sacrifice one of your daily uses of bardic music to increase the save DC of the 
  next enchantment or illusion spell you cast in the same round by 2.  If the Perform check fails, you still lose one daily 
  use of bardic music but gain no benefit.  You can apply Captivating Melody only to spells cast by the same class that 
  grants you your bardic music ability.  For instance, if you are a multiclass bard/wizard, you can apply this feat to bard 
  spells, but not to spells you cast as a wizard. 
  Extra Music (Complete Adventurer) 
   
  You can use your bardic music abilities more often than you otherwise could. 
   
  Prerequisites: Bardic music. 
   
  Benefit: You can use your bardic music abilities four extra times per day. 
   
  Normal: Bards without the Extra Music feat can use bardic music once per day per bard level. 
   
  Special: You can gain this feat multiple times. Its effects stack. 
  Improved Toughness (Complete Warrior) 
   
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to you current Hit Dice. Each time you gain a HD (such as by 
  gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), you lose 1 hit point 
  permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  Melodic Casting (Complete Mage) 
   
  You can weave your music and magic together into a single perfect voice. 
   
  Prerequisites: Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature. 
   
  Benefit: Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when 
  you cast defensively or are distracted or injured while casting), you can make a Perform check instead.  In addition, you 
  can cast spells and activate magic items by command word or spell completion while using a bardic music ability.  
  Bardic music abilities that require concentration still take a standard action to perform. 
   
  Normal: A bard can’t cast spells or activate magic items by command word or spell completion while using bardic 
  music. 
  Practiced Spellcaster (Complete Arcane) 
   
  Choose a spellcasting class that you possess.  Your spells cast from that class are more powerful. 
   
  Prerequisite:  Spellcraft 4 ranks. 
   
  Benefit:  Your caster level for the chosen spellcasting class increases by +4.  This benefit can’t increase your caster 
  level to higher than your HD.  However, even if you can’t benefit from the full bonus immediately, if you later gain HD 
  in nonspellcasting classes, you might be able to apply the rest of your bonus. 
   
  For example, a human 5th level sorcerer/3rd level fighter who selects this feat would increase his sorcerer caster 
  level from 5th to 8th (since he has 8 HD).  If he later gained a fighter level, he would gain the remainder of the bonus and 
  his sorcerer caster level would become 9th (since he now has 9 HD). 
   
  A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which 
  class gains the feat’s effect. 
   
  This does not affect your spells per day or spells known.  It only increases your caster level, which would help you 
  penetrate SR and increase the duration and other effects of your spells. 
   
  Special:  You may select this feat multiple times.  Each time you choose it, you must apply it to a different 
  spellcasting class.  For instance, a 4th level cleric/5th level wizard who had selected this feat twice would cast cleric spells 
  as an 8th level caster and wizard spells as a 9th level caster. 
  
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  Page 2 
  NEW ITEMS 
  Choker of Eloquence (Complete Adventurer) 
   
  Coveted by bards, singers, and public speakers, this beautiful necklace is carved from ivory and jade.  There are two 
  versions of these chokers.  A lesser choker of eloquence grants a +5 competence bonus on Diplomacy, Bluff, and Perform 
  (sing) checks.  A greater choker of eloquence increases the bonus to +10. 
   
  Moderate transmutation; CL 6th; Craft Wondrous Item, creator must be a spellcaster of at least 6th level; Price 6000 
  gp (lesser), 24,000 (greater). 
  NEW SPELLS 
  Blood to Water (Spell Compendium) 
  Necromancy (Water) 
  Level: Cleric 7 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft. / 2 levels) 
  Effect: Up to five living creatures, no two of which are more than 30 ft. apart 
  Duration: Instantaneous 
  Saving Throw: Fortitude half 
  Spell Resistance: Yes 
   
  You forcefully spit, ending your spellcasting.  From where you spat arises a sea-green orb of energy for each creature you intend as 
  a subject of the spell.  The orbs fly to their designated targets and turn blood red as they impact. 
   
  You transmute the subjects’ blood into pure water, dealing 2d6 points of Con damage.  A successful Fortitude save 
  halves the Con damage.  The spell has no effect on living creatures with the fire or water subtype. 
  Clutch of Orcus (Spell Compendium) 
  Necromancy [Evil] 
  Level: Cleric 3 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft. / level) 
  Target: One humanoid 
  Duration: Concentration, up to 1 round/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
   
  Reaching out a hand twisted by tension into a grasping claw, you squeeze your foe’s heart from afar, anticipating the moment its 
  smoking remains will rest in your palm. 
   
  Magical force grips the subject’s heart (or similar vital organ) and begins crushing it.  The victim is paralyzed and 
  takes 1d12 points of damage per round.  Concentration is required to maintain the spell each round.  A conscious victim 
  can attempt a new Fortitude saving throw each round to end the spell.  If the victim dies as a result of this spell, its 
  smoking heart appears in your hand. 
  Protection from Positive Energy (Spell Compendium) 
  Abjuration 
  Level: Cleric 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 10 minutes/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  A black seed of magic floats above your finger, and you implant it in the creature before you, guarding it against positive energy. 
   
  The warded creature gains partial protection against positive energy effects.  For as long as the spell lasts, it 
  subtracts 10 from the hp damage dealt by any positive energy effect (such as a cure spell) that adversely affects it.  
  Positive energy effects that don’t deal hp damage to the subject, such as turning attempts, affect the subject normally. 
   
  
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  Page 3 
  ILLUSTRATION #1 
   
   
   
  
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  ILLUSTRATION #2 
   
   
   
  
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  ILLUSTRATION #3 
   
   
   
  
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  ILLUSTRATION #4 
   
   
   
  
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  ILLUSTRATION #5 
   
   
   
  
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  ILLUSTRATION #6 
   
   
   
  
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  ILLUSTRATION #7 
   
   
   
  
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  ILLUSTRATION #8 
   
   
   
  
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  ILLUSTRATION #9 
   
   
   
  
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  ILLUSTRATION #10 
   
   
   
  
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  ILLUSTRATION #11 
   
   
   
  
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  ILLUSTRATION #12 
   
   
   
   
   
  ILLUSTRATION #13 
   
   
   
   
   
  
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  ILLUSTRATION #14 
   
   
   
  
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  ILLUSTRATION #15 
   
   
   
  
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  ILLUSTRATION #16 
   
   
   
  
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  ILLUSTRATION #17 
   
   
   
  
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  ILLUSTRATION #18 
   
   
   
  
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  ILLUSTRATION #19 
   
   
   
   
   
  ILLUSTRATION #20 
   
   
   
  
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  ILLUSTRATION #21 
   
   
   
  
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  ILLUSTRATION #22 
   
   
   
   
   
   
  ILLUSTRATION #23 
   
   
   
  
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  ILLUSTRATION #24 
   
   
   
  
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  ILLUSTRATION #25 
   
   
   
  
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  ILLUSTRATION #26 
   
   
   
  
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  ILLUSTRATION #27 
   
   
   
  
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  Page 27 
  PLAYER HANDOUT #1 
   
  ACERERAK CONGRATULATES YOU ON YOUR 
  POWERS OF OBSERVATION. SO MAKE OF THIS 
  WHATEVER YOU WISH, FOR YOU WILL BE MINE IN 
  THE END NO MATTER WHAT! 
  Go back to the tormentor or through the arch, 
  and the second great hall you’ll discover. 
  Shun green if you can, but night’s good color 
  is for those of great valor. 
  If shades of red stand for blood the wise 
  will not need sacrifice aught but a loop of 
  magical metal—you’re well along your march. 
  Two pits along the way will be found to lead 
  to a fortuitous fall, so check the wall. 
  These keys and those are most important of all, 
  and beware of trembling hands and what will maul. 
  If you find the false you find the true 
  and into the columned hall you’ll come, 
  and there the throne that’s key and keyed. 
  The iron men of visage grim do more than 
  meets the viewer’s eye. 
  You’ve left and left and found my Tomb 
  and now your soul will die. 
   
  
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  Page 28 
  PLAYER HANDOUT #2 
   
  Look low and high for gold, to hear a tale untold. The archway 
  at the end, and on your way you’ll wend. —A. 
   
   
   
   
   
  PLAYER HANDOUT #3 
   
  YOU WHO DARED TO VIOLATE MY TOMB MAY REMAIN 
  AND DIE SLOWLY OF STARVATION, OR ESCAPE TO CERTAIN DEATH. 
  WHATEVER YOUR CHOICE, ACERERAK THE ETERNAL 
  WATCHES AND SCOFFS AT YOUR PUNY EFFORTS 
  AND ENJOYS YOUR DEATH THROES. 
   
   
   
   
   
  PLAYER HANDOUT #4 
   
  THE FACE OF THE FIEND DOES MORE THAN DEVOUR 
  WITH THE LEAST OF MY FORM, ‘TIS THE GAP TO POWER. 
   
  
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  Page 29 
  MAP OF THE TOMB OF HORRORS 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Core/DMC1-03 - Horrors Never Die - Return to the Tomb.pdf