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 game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  NMR5-02 
   
   
   
   
  Natural Enemies 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond and Environs Meta-Regional Adventure 
  Version 1.1 
  Round 1 
  by Kathy Ice 
   
   
  Deep in the heart of the forest, evil festers. The Celadon needs your help. Will you answer the call? An adventure for 
  APL 4-16, part two of the Blight series. 
  
  NMR5-02 Natural Enemies 
   
  Page 1 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and record-keeping after the game. The following 
  guidelines are here to help you with both the preparation 
  and voting segment of the game. Read this page carefully 
  so that you know and can communicate to your players 
  the special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
   
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at 
  least one d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense of fun. 
  It is also a good idea to have a way to track movement 
  during combat. This can be as simple as a pad of graph 
  paper and a pencil, as handy as a vinyl grid map and chits, 
  or as elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes 
  it easier for the players (and the judge) to keep track of 
  who is playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, or 
  the Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  bold italics. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted Combat 
  feat, he may bring a single warhorse, light or heavy, 
  
  NMR5-02 Natural Enemies 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. 
  Sum the results of 1 and 2, and 
  divide by the number of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six 
  PCs, add one to that average. 
  By following these four steps, you 
  will have determined the APL. 
  Throughout this adventure, APLs 
  categorize the level of challenge the 
  PCs will face. 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. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This simulates 
  the fact that either the PC was not challenged as much as 
  normal or relied on help by higher-level characters to 
  reach the objectives. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not play 
  the scenario unless the highest APL supported by the 
  adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are three 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep
   
   
   
   
  This is a standard one-round 
  Meta-Regional adventure, set in 
  the Celadon Forest, between 
  Nyrond and the Duchy of Urnst.  
  Characters native to Nyrond and 
  Environs pay one Time Unit per 
  round, all others pay two Time 
  Units per round. 
   
  Adventurer’s 
  Standard 
  Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
  Characters that fail to pay at least 
  Standard Upkeep will retain 
  temporary ability damage until 
  the next adventure, must buy new spell component 
  pouches and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as may be 
  detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of Chapter 
  3 of the LIVING GREYHAWK Campaign Sourcebook. 
  Adventure Background 
  The Celadon Forest is an ancient area that lies within 
  Nyrond and the Duchy of Urnst, but is not claimed by 
  either nation.  Mighty oaks and elms grow here, tended 
  by treants, wood elves, and similar creatures.  These folk 
  prevent the cutting of any live tree from the forest.  
  Keoghtom’s ointment is said to derive from reagents 
  gathered here. 
   
  Talerad Endreliir, an elf druid, once lived in the 
  Celadon Forest. He was fairly well-known among the 
  other Celadon residents for his remarkably poor luck 
  with animal companions. Every companion Talerad had 
  seemed to die. Some were killed in bizarre or mysterious 
  accidents; others were simply discovered dead. The loss 
  of so many animal friends made the druid a little wild. 
  
  NMR5-02 Natural Enemies 
   
  Page 3 
   
  About two years before the adventure begins, Talerad 
  finally decided he’d had enough. In his madness he 
  turned his back on the natural world and became a 
  Blighter.  He was contacted and offered a way to bring the 
  pain that was caused to him upon the rest of the forest 
  and he left the area to learn of this magic.  About two 
  weeks before the adventure begins, Talerad returned to 
  his native Celadon and created a ritual area of unlife deep 
  within the forest. From this ritual area, a dark plague 
  began to spread through the forest, killing and withering 
  everything in its wake. 
  Adventure Summary 
  Introduction: The PCs are contacted by an elf ranger of 
  the Celadon, who hires them to look into the problem. 
  Encounter One: The party encounters a group of 
  Celadon residents who don’t want to see the Celadon’s 
  troubles resolved by outsiders. This encounter can be 
  resolved diplomatically or through combat. 
  Encounter Two: The PCs reach Ehlonna’s Diadem, a 
  sacred place within the Celadon, and a group of Celadon 
  residents who are trying to save it. This is a roleplaying 
  encounter where the PCs can get information about the 
  blight and Talerad, and learn of people missing from 
  camp. 
  Encounter Three: The party enters the blighted area and 
  encounters a treant (or treant ghost) driven mad by the 
  destruction of his beloved forest. 
  Encounter Four: The party confronts Talerad himself. 
  Preparation for Play 
  In addition to the materials listed under “Preparation” 
  (above), it is strongly recommended that you have a copy 
  of The Complete Divine from Wizards of the Coast when 
  running this module. 
   
  Before play, find out the race of each character, and 
  whether any characters have Celadon or Stalwart Pines 
  backgrounds, or ties to any Celadon or Stalwart Pines 
  meta-orgs. 
  This 
  helps 
  with 
  roleplaying 
  in 
  the 
  introductory encounter. 
  Introduction 
  Nellix is a pleasant place, on the border of the 
  Celadon Forest and home to the College of Sages and 
  Sorcery. Your equipment has been repaired and the 
  market here is excellent for upgrades. The local inn 
  has a wonderful variety of drinks, and the food is 
  good and hearty.  This morning however, a message 
  arrives for you at the inn where you’re staying. 
  Elf PCs, and any PC belonging to the Stalwart Pines or 
  any Celadon-related meta-org, or those PCs who have 
  played NMR5-01 and received either of the elven clan 
  favors get the following message: 
  The Celadon is facing a crisis, and now is the 
  time for those who love the forest to rally to her 
  aid. I request that you meet with me tomorrow 
  at two hours past dawn to learn more. 
  Cordially, 
   
  Nyata Levanadir 
  All other PCs receive the following: 
  The Celadon is facing a crisis, and despite my 
  better judgment, I find myself forced to rely on 
  your help. Please meet with me tomorrow at two 
  hours past dawn to learn more. Try not to kill 
  any trees on the way. 
  Nyata Levanadir 
  Each message also contains directions to the meeting 
  place, a house near the edge of town. A DC 25 Knowledge 
  (local) check reveals that the house is owned by the 
  Stalwart Pines Ranger School and is used as a hostel and 
  for occasional meetings. 
   
  If the PCs accept the invitation, read or paraphrase 
  the following: 
  You arrive at the appointed time and are ushered 
  into a simply-furnished study. There are a few 
  shelves with books, a large wooden desk, and a 
  motley assortment of chairs that clearly have been 
  scavenged from other rooms for this meeting. 
  Seated behind the desk is an elf woman wearing 
  leather armor and a grim expression. The window 
  behind her is open to the damp spring morning. 
   
  “Good. You’ve arrived,” she says without 
  preamble. “I am Nyata Levanadir, Ranger of the 
  Celadon. May I have your names?” 
  Have each player introduce their character and give a 
  brief description. 
  “Thank you,” says Nyata. “We haven’t much time, so 
  I’ll get right to the point. The Celadon is decaying, 
  from the center outward, and we can do nothing to 
  stop it.” 
   
  She pauses for a moment to allow that to sink 
  in, then continues. “About two weeks ago, we began 
  to notice that whole sections of the forest were 
  dying. Actually, it was worse than that, because 
  dying is a natural process and this is decidedly 
  unnatural. Trees and plants would shrivel and turn 
  black in a matter of hours. 
   
  “It took us some time to map the areas of decay, 
  but about a week ago we realized that this effect, 
  whatever it is, is radiating from a single area deep in 
  the Celadon. We do not know what is causing it and 
  most of our resources are tied up in preventing its 
  further spread or in the patrol of the river to keep it 
  from the Nyrondese. Now we must turn to you.” 
  
  NMR5-02 Natural Enemies 
   
  Page 4 
  At this point, it is useful to note that Nyata is an 
  unabashed racist. Elves are the only people she truly sees 
  as equals, and suitable for this mission. Non-elf races with 
  ties to the Celadon or the Stalwart Pines have redeemed 
  themselves somewhat, and half-elves are really more to be 
  pitied, but nobody else is worth spit, and she is not shy 
  about expressing this. If all of the characters have the 
  favor of the elven clans from NMR5-01, she is less harsh 
  and likely will content herself with a few sour looks and 
  skip to the next section of boxed text.  A DC 35 
  Diplomacy check will make her friendly to the party and 
  she will skip all negative comments in the following 
  boxed text.  She will show characters of higher level than 
  10 respect, but still be somewhat doubtful of them.  [If by 
  some chance this is an all-elf party, skip the following.] 
  “I had hoped to find a group made up entirely of 
  suitable adventurers, but time is short and I suppose 
  we will have to make do with what we have.”  
  If there are elves in the party, she will ask them to please 
  try to keep the rest of the adventurers in check. 
  She continues: “I would like you to travel into the 
  Celadon and find what is causing this blight. You 
  will, of course, be paid for your services. The Celadon 
  needs you. Will you accept?” 
  Nyata offers 20 x APL in gold for this job. Any attempts to 
  negotiate for more money will be greeted with contempt, 
  and pointed remarks about “mercenaries” and “lesser 
  races.” 
   
  If the party accepts, read or paraphrase the following. 
  “Good,” she replies. “And thank you. This map will 
  lead you to Ehlonna’s Diadem, a sacred spot within 
  the Celadon. It is in the path of the decay, so there is 
  a group of druids and other Celadon residents there 
  doing what they can to save it. With any luck, they 
  will be able to give you more information by the 
  time you get there.” 
   
  She frowns at you all. “The location of Ehlonna’s 
  Diadem is something we would prefer not to share 
  with the world at large. We are allowing you access 
  because our need is great, but I would ask you to 
  respect 
  our 
  wishes 
  and 
  keep 
  the 
  location 
  confidential, both during and after your mission. 
   
  “I will be going to Ehlonna’s Diadem myself in a 
  day or two, so come and find me there if you are 
  successful. And please hurry. Time is of the essence. 
  Good luck.” 
  If the PCs do not attend the meeting, or refuse the offer, 
  the adventure is over.  
  Encounter One: Outsiders Go 
  Home! 
  You leave the city of Nellix and, after a day’s journey, 
  arrive at the borders of the Celadon. You enter the 
  forest and continue on for several days, following 
  the instructions on your map. The spring mornings 
  are still chilly, but most of your days are pleasant, if 
  overcast. You weather a few cloudbursts but are 
  luckily spared any serious drenching. The sounds of 
  the Celadon are your constant companions—the 
  hushed rustling of leaves, the voices of the birds, 
  and the scuttling of small animals darting out of 
  your path.   
  Have the PCs make a Spot check (DC 20+APL). If any PC 
  makes the check, read or paraphrase the following: 
  By your best estimates, you are still about six hours’ 
  travel 
  away 
  from 
  Ehlonna’s 
  Diadem, 
  when 
  something catches your eye. You can just barely 
  make out the shapes of six humanoid figures, 
  concealed off the path (three on either side). 
  If no PCs make the Spot check read or paraphrase the 
  following: 
  By your best estimates, you are still about six hours’ 
  travel away from Ehlonna’s Diadem. Without 
  warning, six humanoid figures step from the 
  shadows on either side of the path, weapons raised. 
  This is a group of rangers who live in the Celadon forest 
  and are unhappy at the prospect of outsiders being called 
  on 
  for 
  help. 
  This 
  encounter 
  can 
  be 
  resolved 
  diplomatically. 
   
  If the PCs are surprised, or if they challenge the 
  rangers hiding beside the path, read or paraphrase the 
  following: 
  One of the figures steps forward, and you see that it 
  is an elf man wearing a chain shirt and carrying a 
  longbow. Two short swords hang from his belt. 
   
  “You aren’t wanted here,” he says. “The Celadon 
  can take care of its own, and we certainly don’t need 
  the help of mercenary adventurers. Leave this place 
  at once.” 
  If the PCs succeed at a DC 25 [APL 4-10] or DC 35 [APL 
  10-16] Diplomacy check, the rangers will reluctantly 
  allow the party to continue on their way. If the party tries 
  to trick the rangers by saying they’ll go back, make a DC 
  15+APL Sense Motive check opposed by the party’s Bluff 
  check.  If the rangers sense the party’s intentions, they 
  will shadow the PCs and accuse them of lying if and 
  when they turn back towards Ehlonna’s Diadem.  Then it 
  will require a DC 35 Diplomacy check to continue 
  towards Ehlonna’s Diadem.  Give bonuses to the 
  Diplomacy check for good roleplaying, the presence of 
  elves in the party, for the elven clan favors in NMR5-01, 
  or mentioning Nyata. If the party fails the check 
  miserably, they may spend one of the elven clan favors 
  from NMR5-01 to continue.  If the party agrees to turn 
  back, the adventure ends.   
  If diplomacy fails and the party does not turn back, the 
  rangers attempt to stop the party and combat begins. 
  
  NMR5-02 Natural Enemies 
   
  Page 5 
  APL 4 (EL 5) 
  � Rangers (6): Male and female elf Rgr1; hp 9; see 
  Appendix One.  
  APL 6 (EL 7) 
  � Rangers (6): Male and female elf Rgr2; hp 15; see 
  Appendix Two.  
  APL 8 (EL 9) 
  � Rangers (6): Male and female elf Rgr4; hp 27; see 
  Appendix Three.  
  APL 10 (EL 11) 
  � Rangers (6): Male and female elf Rgr6; hp 39; see 
  Appendix Four.  
  APL 12 (EL 13) 
  � Rangers (6): Male and female elf Rgr8; hp 51; see 
  Appendix Five.  
  APL 14 (EL 15) 
  � Rangers (6): Male and female elf Rgr10; hp 63; see 
  Appendix Six.  
  APL 16 (EL 17) 
  � Rangers (6): Male and female elf Rgr12; hp 75; see 
  Appendix Seven.  
  Tactics: These are good-aligned characters whose goal is 
  to stop the PCs, but not necessarily to kill them. They will 
  not coup-de-grace, and will attempt to stabilize fallen foes 
  after the battle.  If all the PCs are defeated, they will be 
  placed outside Nellix with all of their equipment intact 
  and townsfolk will rescue them before they succumb to 
  the elements. 
   
  Encounter Two: Ehlonna’s 
  Diadem 
  Late that same afternoon, you find yourselves 
  approaching a small hill. Lightly forested along its 
  slopes, the hill is crowned with a grove of rowan and 
  yew trees. The natural sounds of the forest and 
  animals seem to dim to a reverent hush as you 
  approach the hill. Clearly, this is a place apart. 
   
  At the base of the hill is an encampment, which 
  bustles with activity in the waning light. There are 
  tents and temporary shelters, but no permanent 
  buildings. A cookfire burns merrily in the center of 
  the camp, and delicious smells waft toward you on 
  the evening air. 
   
  As you get closer you can make out the 
  individual people in the camp, mostly elves, going 
  about their business. Many seem to be putting away 
  tools and other gear after a days’ work; some seem to 
  be leaving camp to begin work. Near the edge of 
  camp, a group of brown- and green-clad elves are 
  having an animated discussion. 
  The encampment is quite new, as Celadon residents have 
  responded to the threat of the blight. Those with sharp 
  eyes (DC 20 Spot check or DC 20 Sense Motive) will note 
  that the people here, mostly elves, look tired and drawn. 
  A few seem to be on the brink of complete exhaustion. 
   
  There are several NPCs the party can talk to for 
  information. There is no need to have the PCs encounter 
  every single one unless you have the time and the 
  inclination; choose one or two and have the PCs 
  encounter them. 
   
  In general, if the PCs decide to “look for somebody 
  who seems to be in charge,” they’ll be drawn to Emrick, 
  in the center of the group having the discussion. If they 
  decide to investigate the cooking smell, or approach the 
  fire, they’ll encounter Hodkin. If they look for somebody 
  who stands out, they’re sure to notice Verlarra. If they 
  don’t seem interested in talking to anybody, have Blix 
  come up and challenge them. The NPCs know one 
  another, and can direct the PCs to somebody with a 
  particular bit of information, if they’re asked. 
  � Emrick: Male wood elf Rgr 8. 
  If anybody could be said to be in charge of the frenetic 
  activity of the camp, it would be Emrick. He is a good, 
  conscientious person doing his best under trying 
  circumstances, but the hopelessness of the situation is 
  beginning to wear on him. He alternates between hope 
  that the PCs will be able to help, and the fear that 
  Ehlonna’s Diadem may be lost forever. 
   
  Description: A tired-looking wood elf man wearing 
  studded leather armor. One hand is bandaged. 
   
  Emrick has the following information:  
  • 
  Two female elf rangers are missing from camp. Their 
  names are Kiawyn and Rhanneth. They have been 
  missing for nearly 48 hours now. 
  • 
  The missing rangers were working on the 
  “firebreak.” In an attempt to save Ehlonna’s Diadem, 
  the group at the camp is cutting a break in a section 
  of forest between the Diadem and the oncoming 
  plague. There is some hope that the break will keep 
  the plague from spreading, in the same way a 
  firebreak will stop a forest fire. They don’t have 
  much hope that it will work, but they had to try 
  something. 
  • 
  While the others work on the “firebreak,” the druids 
  are helping the plants and trees, trying to make them 
  strong enough to withstand the blight. It seems to be 
  working, but not well enough. The plague’s advance 
  has been slowed, but not stopped. 
  • 
  In addition to the missing rangers, there is a treant 
  known to live in this area, who is also unaccounted 
  for. 
  
  NMR5-02 Natural Enemies 
   
  Page 6 
  • 
  At one time there was also an elf druid living in this 
  part of the forest, named Talerad Endreliir. Nobody 
  has seen or heard from him in quite some time. 
  • 
  Emrick’s own injury happened when he was 
  working on the “firebreak.” He’s had maybe three 
  hours of trance in the last four days, and fatigue has 
  made him careless.  
  � Verlarra Galendel: Female elf Brd 10. 
  Verlarra has come to observe the struggle first-hand, so 
  she can immortalize it in songs and tales. A “city elf,” she 
  is a little out of her element here. She makes a great show 
  of languid, indolent sophistication, but quick eyes (DC 25 
  Spot check or DC 25 Sense Motive) will note that she 
  looks as tired as everyone else, and her hands have new 
  calluses that have nothing to do with playing an 
  instrument. 
   
  Description: This well-dressed elf woman looks 
  decidedly out-of-place in the rustic simplicity of the 
  camp. Her gown is silk; her cloak velvet. Pale, slender 
  hands carry an intricately carved harp. 
   
  Verlarra has the following information:  
  • 
  Two female elf rangers are missing from camp. In an 
  attempt to save Ehlonna’s Diadem, the group at the 
  camp is cutting a break in a section of forest between 
  the Diadem and the oncoming plague. There is some 
  hope that the break will keep the plague from 
  spreading, in the same way a firebreak will stop a 
  forest fire. The rangers were last seen working on 
  this “firebreak.” 
  • 
  At one time there was also a druid living in this part 
  of the forest, named Talerad Endreliir. Nobody has 
  seen or heard from him in quite some time. 
  • 
  Talerad’s bad luck with animal companions was 
  something of a local legend. He had several such 
  companions die under mysterious circumstances. 
  • 
  The type of destruction she has seen here in the 
  Celadon reminds her of tales she has heard of 
  Blighters, though what they’re dealing with here 
  seems not quite the same. 
  � Hodkin Butterhollow: Male halfling Exp2.  
  Hodkin has appointed himself camp cook, and now 
  spends most of his day tending a massive cookfire and 
  turning out enormous quantities of food for the work 
  crews. He’s a cheerful sort, but is just a little miffed that 
  the elves are too tired and too worried to do his delicious 
  food much justice. His conversation with the PCs is 
  punctuated by repeated offers to try a little of this or that 
  dish. 
   
  Description: A halfling man, red-faced from the 
  cookfire and wrapped in a large apron. He is stirring a pot 
  nearly as big as he is. 
   
  Hodkin has the following information:  
  • 
  Two female elf rangers are missing from camp. Their 
  names are Kiawyn and Rhanneth. Both have good 
  appetites. 
  • 
  They say there was also a druid living in this part of 
  the forest at one time, named Talerad Endreliir. 
  Nobody has seen or heard from him since this whole 
  thing began. 
  • 
  This Talerad fellow apparently had really bad luck 
  with animal companions. They kept dying on him. 
  • 
  The work that the people in the camp have been 
  doing does seem to be slowing down the advance of 
  the plague. They have been unable to stop it, though, 
  which makes everyone too discouraged to eat 
  properly. 
  � Blix: female pixie Drd 6. 
  Despite her small size, Blix is sharp-tongued and 
  aggressive in defense of her beloved forest. She is not 
  afraid to literally get in people’s faces and challenge them-
  --which is likely how the PCs meet her.  Of the people in 
  the encampment, Blix is the only one who will express 
  sympathy for the rangers who tried to stop the party on 
  the way in. She isn’t sure these interlopers should be 
  here, either. 
   
  Description: This tiny, delicate, winged creature 
  would be charming if it weren’t for the belligerent 
  expression on her face. 
   
  Blix has the following information:  
  • 
  Two elf rangers are missing from camp. 
  • 
  In addition to the missing rangers, there is a treant 
  who is also unaccounted for. The treant was assisting 
  the druids in trying to strengthen the forest against 
  the oncoming blight. 
  • 
  At one time there was also an elf druid living in this 
  part of the forest, named Talerad Endreliir. Nobody 
  has seen or heard from him in quite some time. 
  • 
  Blix and her fellow druids are doing what they can to 
  halt the advance of the plague, but have so far only 
  been able to slow it. She thinks somebody is 
  spreading the blight on purpose. Probably a human. 
  Encounter Three: The Treant 
  About two hours after leaving the encampment at 
  Ehlonna’s Diadem, you begin seeing signs of the 
  plague you have heard so much about. The healthy 
  forest gives way to plants that are pale and dry-
  looking, and before too much longer you see 
  nothing around you but black and withered husks. 
  The smell of decay is everywhere. 
  
  NMR5-02 Natural Enemies 
   
  Page 7 
   
  A short time later you enter a glade at the foot of 
  a low hill. The first thing that catches your eye is the 
  elven corpse lying facedown in the center of the 
  glade. You barely have time to register the sight 
  when you hear a bellow of rage, and look up to see 
  what appears to be a walking tree striding over the 
  crest of the hill. “Interlopers!” the tree bellows. 
  “Destroyers of trees! Despoilers of the forest! 
  Prepare to meet your end!” 
  At APL 8 and up, add the following: 
  You notice that the tree is transparent, and although 
  it is making “walking” movements, it does not 
  appear to touch the ground. 
  This is the missing treant, driven to madness by the 
  encroaching blight (and at APL 8 and up, dead and 
  returned as a ghost). He is lost to all reason, and is simply 
  trying to kill every non-plant thing he sees. Diplomacy is 
  a lost cause. 
   
  APL 4 (EL 6) 
  � Treant: hp 66; see Monster Manual pages 244-245. 
  At APL 4, the treant flees when reduced to half his hit 
  points. 
  APL 6 (EL 8) 
  � Treant: hp 66; see Monster Manual pages 244-245. 
  APL 8 (EL 10) 
  � Ghost Treant: hp 42; see Appendix Three. 
  APL 10 (EL 12) 
  � Ghost Treant Druid: hp 48; see Appendix Four. 
  APL 12 (EL 14) 
  � Ghost Treant Druid: hp ; see Appendix Five. 
  APL 14 (EL 16) 
  � Ghost Treant Druid: hp ; see Appendix Six. 
  APL 16 (EL 18) 
  � Ghost Treant Druid: hp ; see Appendix Seven. 
  Development: The corpse in the glade proves to be one 
  of the two missing rangers. A cursory DC 10+APL Search 
  turns up the body of the other ranger lying nearby. Both 
  were killed by the treant. 
  Treasure: The two dead rangers are each carrying three 
  Goodberries and a small amount of gold. 
   
  APL 4: L: 0 gp; C:  6 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C:  70 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C:  147 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C:  252 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C:  112 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C:  379 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C:  339 gp; M: 0 gp 
   
  Encounter Four: The Blighter 
  Shortly after the encounter with the treant, the party 
  comes upon Talerad himself, meditating at the center of 
  the decay. If the PCs state that they are trying to approach 
  quietly, and succeed at a DC 21+APL Move Silently 
  check, then they can surprise the Blighter. Read or 
  paraphrase the following: 
  Judging from the distance you’ve traveled, you 
  should be close to the center of the blighted area by 
  now. You are approaching a clearing—or what was 
  probably a clearing, back when the trees were alive. 
  Strange symbols appear to have been drawn on the 
  ground in the clearing. In its center, a humanoid 
  figure is kneeling, apparently lost in meditation. The 
  person does not seem to have heard your approach. 
  At APL 10 and above, add the following: 
  Four animal skeletons pace restlessly around the 
  clearing, in contrast to the person in the center—but 
  they do not seem to have seen you either. 
  If the party does not succeed in moving quietly, Talerad 
  hears their approach and is ready to attack them. Read or 
  paraphrase the following: 
  Judging from the distance you’ve traveled, you 
  should be close to the center of the blighted area by 
  now. You are approaching a clearing—or what was 
  probably a clearing, back when the trees were alive. 
  You barely have a moment to register the humanoid 
  figure at the center of the clearing before your party 
  comes under attack. 
  Roll opposed Spot and Hide checks to determine 
  surprise. 
  APL 4 (EL 7) 
  � Talerad Endreliir: Male elf Drd 6/Blighter 1; hp 38; 
  see Appendix One.  
  APL 6 (EL 9) 
  � Talerad Endreliir: Male elf Drd 6/Blighter 3; hp 48; 
  see Appendix Two.  
  APL 8 (EL 11) 
  � Talerad Endreliir: Male elf Drd 6/Blighter 5; hp 58; 
  see Appendix Three.  
  APL 10 (EL 13) 
  � Talerad Endreliir: Male elf Drd 6/Rgr 1/Blighter 5; 
  hp 63; see Appendix Four.  
  � Dire Badger Skeletons (4): see Appendix Four. 
  
  NMR5-02 Natural Enemies 
   
  Page 8 
  APL 12 (EL 15) 
  � Talerad Endreliir: Male elf Drd 6/Rgr 3/Blighter 5; 
  hp 73; see Appendix Five.  
  � Dire Wolf Skeletons (4): see Appendix Five. 
  APL 14 (EL 17) 
  � Talerad Endreliir: Male elf Drd 6/Rgr 5/Blighter 5; 
  hp 83; see Appendix Six.  
  � Advanced Dire Lion Skeletons (4): see Appendix 
  Six. 
  APL 16 (EL 19) 
  � Talerad Endreliir: Male elf Drd 6/Rgr 6/Blighter 6; 
  hp 93; see Appendix Seven.  
  � Dire Tiger Skeletons (4): see Appendix Seven. 
  Treasure:  
  Talerad is carrying several magic items (see below) as well 
  as a crumpled scrap of parchment (Talerad’s Incantation; 
  details are in the Treasure Summary and on the AR). 
  APL 4: Loot – 0 gp, Coin – 0 gp, Magic -- +2 leather armor 
  (347 gp each), Ring of Protection (+1) (167 gp each). 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic -- +2 leather armor 
  (347 gp each), Ring of Protection (+1) (167 gp each), +1 heavy 
  wooden shield (96 gp each). 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic -- +2 leather armor 
  (347 gp each), Ring of Protection (+1) (167 gp each), +1 heavy 
  wooden shield (96 gp each), periapt of wisdom (+2) (333 gp 
  each). 
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic -- +2 chain shirt 
  (354 gp each), Ring of Protection (+1) (167 gp each), +1 heavy 
  wooden shield (96 gp each), periapt of wisdom (+2) (333 gp 
  each), +2 longbow (698 gp each). 
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic -- +2 chain shirt 
  (354 gp each), Ring of Protection (+1) (167 gp each), +1 heavy 
  wooden shield (96 gp each), periapt of wisdom (+4) (1333 gp 
  each), +2 longbow (698 gp each). 
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic -- +3 chain shirt 
  (771 gp each), ring of protection (+3) (1500 gp each), +2 
  heavy wooden shield (346 gp each), periapt of wisdom (+4) 
  (1333 gp each), +2 longbow (698 gp each), +2 rapier (693 gp 
  each). 
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic -- +4 chain shirt 
  (1354 gp each), ring of protection (+4) (2667 gp each), +3 
  heavy wooden shield (763 gp each), periapt of wisdom (+4) 
  (1333 gp each), +3 longbow (1531 gp each), +2 rapier (693 
  gp each). 
  Developments: After defeating Talerad, the party can 
  examine the clearing more closely. Strange symbols have 
  been burned into the ground, in what appears to be a 
  ritual pattern. The clearing detects as both magic and evil. 
  Allow the PCs sufficient time to satisfy themselves that 
  they have done what they could before continuing to 
  Conclusion A. 
  Conclusion A: Limited Success 
  Use this conclusion if the PCs defeated Talerad. 
  You arrive at the camp at Ehlonna’s Diadem just 
  after sunset. By now, word of your mission has 
  spread throughout the encampment, and you are 
  surrounded by elves and other Celadon residents, 
  anxious to hear whether you were successful. 
  Allow the PCs to encounter the same character(s) they 
  met on the way in. Their reports that the person 
  responsible for the decay is a druid, and an elf, are met 
  with shock and disbelief, but the inhabitants are not rude 
  and clearly believe the PCs story. 
   
  The PCs are invited to share the evening meal and 
  spend the night. They also ask that the PCs stay in camp 
  the next morning while the druids go out to ascertain 
  whether the advance of the blight has truly been stopped. 
  Bright and early the next morning, a group of druids 
  departs to assess the health of the forest and 
  determine whether the plague is still spreading. A 
  few hours after they depart, Nyata Levandir arrives 
  with a small escort. She seeks you out immediately. 
  “Well?” she says without preamble. 
  Allow the PCs to make their report. 
  Nyata frowns. “Talerad was responsible? No, I’m sure 
  you’re mistaken. Why, he’s a druid. And an elf. He 
  couldn’t have done this.” 
  When the PCs persist, she does finally accept the truth of 
  the matter.  If the PCs have altered her attitude towards 
  them through Diplomacy she believes them immediately. 
  “But this is terrible,” she says. “I have to suspect that 
  some darker force is at work here.”  
   
  Recovering somewhat, she hands you each a 
  small pouch. “Here is your payment, as promised.” 
  She hesitates, then continues, “I may, perhaps, have 
  been wrong about you. You have all proven 
  yourselves to be worthy heroes. The Celadon owes 
  you a debt of thanks.” 
   
  Just then, the group of druids returns. Spotting 
  you and Nyata, one of them comes over to you while 
  the others begin spreading some kind of news 
  around the encampment. “Your actions appear to 
  have had some effect,” the druid begins, looking 
  around at all of you, “but not as much as we had 
  hoped.” She turns to Nyata and adds, “The plague has 
  slowed to a crawl, but it is still advancing. As much 
  as these brave folk have accomplished, more will be 
  needed if the Diadem is to be saved.” 
  
  NMR5-02 Natural Enemies 
   
  Page 9 
   
  Nyata sighs. “Very well,” she says softly. Turning 
  to you, she says, “I thank you again for your service. 
  You did what you could, and that is all we can ask of 
  anyone. I only wish…” She trails off, leaving the rest 
  unspoken. 
   
  You depart the Celadon with mixed emotions—
  a sense of pride warring with a sense of frustration. 
  You did what you were asked to do, and it wasn’t 
  enough. Some days it isn’t much fun being an 
  adventurer.  
  Note: if the PCs leave camp before Nyata’s arrival, they 
  will meet her on the trail. Have her request that they 
  accompany her back to the encampment, and proceed 
  from there. 
   
  Regardless of how the module ends, find out from 
  each player whether their character reveals the location 
  of Ehlonna’s Diadem, or keeps the location a secret as 
  requested. 
  The End 
  Conclusion B: Turned Back 
  Use this conclusion if the PCs made it to Ehlonna’s 
  Diadem, but turned back before defeating Talerad. 
  Battered and discouraged, you return to the camp at 
  Ehlonna’s Diadem. Elves and other Celadon 
  residents cluster around you, eager to hear your 
  tales. Their eagerness turns to disappointment, 
  however, when they learn you were not able to find 
  and remove the cause of the plague. 
  Allow the PCs to encounter the same character(s) they 
  met on the way in. In recognition of their noble effort, 
  the PCs are welcomed and invited to share the evening 
  meal and spend the night. 
  The next morning, Nyata Levandir arrives with a 
  small escort. She seeks you out immediately. “Well?” 
  she says without preamble. 
  Allow the PCs to make their report. 
  Nyata frowns. “Talerad was responsible? No, I’m sure 
  you’re mistaken. Why, he’s a druid. And an elf. He 
  couldn’t have done this.” 
  When the PCs persist, she does finally accept the truth of 
  the matter. 
  “But this is terrible,” she says. “I have to suspect that 
  some darker force is at work here.”  
   
  “And you were unable to stop him,” she adds 
  grimly. “That is disappointing. Still, I suppose I 
  could have expected no more from a mixed group 
  like this one. However, I did promise you payment.” 
  She hands you each a pouch. “I thank you for making 
  the effort,” she says. “I shall have to find someone 
  more suited to the task, and I’m afraid I have little 
  time to do so. If you will excuse me.” 
   
  She leaves you there, and a short time later you 
  make your way out of the Celadon. Some days it isn’t 
  much fun being an adventurer. 
  Regardless of how the module ends, find out from each 
  player whether their character reveals the location of 
  Ehlonna’s Diadem, or keeps the location a secret as 
  requested. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter One 
  Successful negotiation or victory in combat 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
   
  APL10 330 xp 
   
  APL12 390 xp 
   
  APL14 450 xp 
   
  APL16 510 xp 
  Encounter Three 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
   
  APL10 360 xp 
   
  APL12 420 xp 
   
  APL14 480 xp 
   
  APL16 540 xp 
  Encounter Four 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
   
  APL10 390 xp 
   
  APL12 450 xp 
   
  APL14 510 xp 
   
  APL16 570 xp  
  Story Award 
  Objective(s) met: 
  
  NMR5-02 Natural Enemies 
   
  Page 10 
   
  APL4 55 xp 
   
  APL6 70 xp 
   
  APL8 90 xp 
   
  APL10 110 xp 
   
  APL12 125 xp 
   
  APL14 140 xp 
   
  APL16 160 xp 
  Discretionary roleplaying award 
   
  APL4 80 xp 
   
  APL6 110 xp 
   
  APL8 115 xp 
   
  APL10 145 xp 
   
  APL12 190 xp 
   
  APL14 220 xp 
   
  APL16 240 xp 
  Total possible experience: 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 1125 xp 
   
  APL10 1350 xp 
   
  APL12 1575 xp 
   
  APL14 1800 xp 
   
  APL16 2025 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.  Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Three: 
  If they search the dead rangers, the party finds a total of 
  six Goodberries, but these expire about the time the 
  adventure ends, if they haven’t been used already. The 
  rangers also have a small amount of gold. 
   
  APL 4: L: 0 gp; C:  6 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C:  70 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C:  147 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C:  252 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C:  112 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C:  379 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C:  339 gp; M: 0 gp 
  Encounter Four:   
  APL 4: Loot – 0 gp, Coin – 0 gp, Magic – 514 gp +2 leather 
  armor (347 gp each), Ring of Protection (+1) (167 gp each). 
  APL 6: Loot – 0 gp, Coin – 0 gp, Magic – 610 gp +2 leather 
  armor (347 gp each), Ring of Protection (+1) (167 gp each), 
  +1 heavy wooden shield (96 gp each). 
  APL 8: Loot – 0 gp, Coin – 0 gp, Magic – 943 gp +2 leather 
  armor (347 gp each), Ring of Protection (+1) (167 gp each), 
  +1 heavy wooden shield (96 gp each), periapt of wisdom (+2) 
  (333 gp each). 
  
  NMR5-02 Natural Enemies 
   
  Page 11 
  APL 10: Loot – 0 gp, Coin – 0 gp, Magic – 1648 gp +2 chain 
  shirt (354 gp each), Ring of Protection (+1) (167 gp each), +1 
  heavy wooden shield (96 gp each), periapt of wisdom (+2) (333 
  gp each), +2 longbow (698 gp each). 
  APL 12: Loot – 0 gp, Coin – 0 gp, Magic – 2648 gp +2 chain 
  shirt (354 gp each), Ring of Protection (+1) (167 gp each), +1 
  heavy wooden shield (96 gp each), periapt of wisdom (+4) 
  (1333 gp each), +2 longbow (698 gp each). 
  APL 14: Loot – 0 gp, Coin – 0 gp, Magic – 5341 gp +3 chain 
  shirt (771 gp each), ring of protection (+3) (1500 gp each), +2 
  heavy wooden shield (346 gp each), periapt of wisdom (+4) 
  (1333 gp each), +2 longbow (698 gp each), +2 rapier (693 gp 
  each). 
  APL 16: Loot – 0 gp, Coin – 0 gp, Magic – 8341 gp +4 chain 
  shirt (1354 gp each), ring of protection (+4) (2667 gp each), 
  +3 heavy wooden shield (763 gp each), periapt of wisdom (+4) 
  (1333 gp each), +3 longbow (1531 gp each), +2 rapier (693 
  gp each). 
  Conclusion:   
   
  APL 4: L: 0 gp; C:  80 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C:  120 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C:  160 gp; M: 0 gp 
   
  APL 10: L: 0 gp; C:  200 gp; M: 0 gp 
   
  APL 12: L: 0 gp; C:  240 gp; M: 0 gp 
   
  APL 14: L: 0 gp; C:  280 gp; M: 0 gp 
   
  APL 16: L: 0 gp; C:  320 gp; M: 0 gp 
  Total Possible Treasure 
   
  APL4 600 gp 
   
  APL6 800 gp 
   
  APL8 1250 gp 
   
  APL10 2100 gp 
   
  APL12 3000 gp 
   
  APL14 6000 gp 
   
  APL16 9000 gp 
  Special 
  Favor of the Celadon: The character named above has 
  performed a valuable service to the residents of the 
  Celadon by defeating the Blighter Talerad Endreliir. The 
  wizards of the Celadon have agreed to upgrade any 
  ranged weapon with the Distance or Seeking special ability. 
  You must pay the difference in market value between 
  your existing weapon and the newly upgraded weapon.  
  Until this favor is expended, the character is deemed to 
  have an Influence Point with the residents of the 
  Celadon. 
  Favor of Clan Oiolúrë:  For your part in holding back 
  the blight, Clan Oiolúrë will convince their members to 
  enhance a suit of armor with the Wild enhancement. 
  Minor Enmity of Nyata Levandir: After agreeing to 
  keep it a secret, the character named above has revealed 
  the location of Ehlonna’s Diadem to the outside world. 
  Word of this has reached the ear of Nyata Levandir, who 
  has wasted no time in telling everyone of your 
  untrustworthiness. Until this enmity is removed, this 
  character receives a -4 circumstance bonus to all 
  Diplomacy and Gather Information checks for the 
  Celadon region and all Celadon elves. This enmity can be 
  eliminated through the use of an influence point with the 
  Celadon or the Stalwart Pines Ranger School. 
  Favor of House Verle:  House Verle will arrange a one-
  time upgrade by +2 for one of the following items, which 
  costs the difference in market price (full market price 
  minus half of the lower valued item): amulet of health, 
  belt of giant strength, cloak of charisma, gloves of 
  dexterity, headband of intellect, periapt of wisdom, or 
  vest of resistance. 
  Talerad’s Incantation: This crumpled and much-
  handled scrap of parchment bears writing in a strange 
  language. Underneath the foreign characters, in a 
  different hand, someone has scrawled a phonetic 
  pronunciation guide in Common. The words are 
  evidently meant to be spoken aloud, but it is unclear what 
  they will do. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 4-6: 
  • 
  Close Fighting Blade (Adventure; RW; 100 gp) 
  APL 8-10 (all of APL 4-6 plus the following): 
  • 
  Periapt of Wisdom (+2) (Adventure; DMG; 4,000 gp) 
  • 
  Survival Pouch (Adventure; RW; 5000 gp) 
  • 
  Leather Armor +2 (Adventure; DMG) 
  APL 12 (all of APLs 4-10 plus the following): 
  • 
  Periapt of Wisdom (+4) (Adventure; DMG; 16,000 
  gp) 
  • 
  Masterwork Darkwood shield (Adventure; DMG; 
  407 gp) 
  APL 14 (all of APLs 4-12 plus the following): 
  • 
  Ring of Protection +3 (Adventure; DMG; 18,000 gp) 
  • 
  Rapier +2 (Adventure; DMG) 
  • 
  Celestial Armor (Adventure; DMG; 22400 gp) 
  
  NMR5-02 Natural Enemies 
   
  Page 12 
  APL 16 (all of APL 4-14 plus the following): 
  • 
  Ring of Protection +4 (Adventure; DMG; 32,000 gp) 
  • 
  Chain Shirt +4 (Adventure; DMG) 
  • 
  Longbow +3 (Adventure; DMG) 
   
   
  
  NMR5-02 Natural Enemies 
   
  Page 13 
  Appendix One – APL 4
  Encounter One 
   
   
   
   
  Rangers (6): Male or female elf Rgr1; CR 1; Medium 
  humanoid (Elf); HD 1d8+1; hp 9; Init +3; Spd 30 ft.; AC 
  17, touch 13, flat-footed 14; Base Atk/Grp: +1/+2; Atk 
  +3 melee (1d6+1,  crit 19-20/x2, masterwork short 
  sword) or +4 ranged (+5 at 30 feet or less) (1d8, crit x3, 
  longbow); Full Atk +3 melee (1d6+1,  crit 19-20/x2, 
  masterwork short sword) or +4 ranged (+5 at 30 feet or 
  less) (1d8, crit x3, longbow); Space/Reach: 5ft./5 ft.; SA 
  Favored Enemy: Humans (+2); SQ Immune to Sleep 
  spells and effects, low-light vision; AL CG; SV Fort +3, 
  Ref +5, Will +1 (+3 vs enchantments); Str 12, Dex 16, 
  Con 12, Int 10, Wis 13, Cha 10. 
   
  Skills and Feats: Hide +7, Move Silently +7, Listen 
  +7, Search +7, Spot +7, Survival +5; Point-Blank Shot, 
  Track. 
   
  Possessions: Chain shirt, longbow, masterwork short 
  sword. 
  Encounter Four 
   
   
   
   
  Talerad Endreliir: Male elf Drd 6/Blighter 1; CR 7; 
  Medium humanoid (Elf); HD 7d8; hp 38; Init +3; Spd 
  30 ft.; AC 20, touch 13, flat-footed 17; Base Atk/Grp: 
  +4/+4; Atk +7 melee (1d6,  club) or +7 ranged (1d4 plus 
  poison, dart); Full Atk +7 melee (1d6,  club) or +7 
  ranged (1d4 plus poison, dart); Space/Reach: 5ft./5 ft.; 
  SA Deforestation; SQ Immune to Sleep spells and 
  effects, low-light vision; AL CN; SV Fort +8, Ref +5, 
  Will +11 (+13 vs enchantments); Str 10, Dex 16, Con 10, 
  Int 13, Wis 16, Cha 10. 
   
  Skills and Feats: Craft (trapmaking) +11, Knowledge 
  (nature) +12, Listen +15, Spot +15, Survival +14;  Dodge, 
  Mobility, Weapon Finesse. 
   
  Possessions: +2 leather armor, Ring of Protection 
  (+1), heavy wooden shield, 5 poison darts, club. 
   
  Poison: Giant Wasp poison, DC 18 Fortitude save 
  resists, 1d6 Ref/1d6 Ref 
   
  Deforestation (SP) : A blighter can kill all 
  nonsentient plant life within a radius of 20 feet per 
  blighter level as a full-round action once per day. If a 
  potentially affected plant is under the control of 
  another (such as a druid’s liveoak or a dryad’s home 
  tree), the controller can make a Fortitude save (DC 10 + 
  blighter level + blighter’s Wis modifier) to keep it alive. 
  Affected plants immediately cease photosynthesis, root 
  tapping, and all other methods of sustenance. Like 
  picked flowers, they appear vibrant for several hours, 
  but within a day, they turn brown and wither. Except 
  for plants selected by a controller, nothing can grow in 
  a deforested area until it has a hallow spell cast upon it 
  and it is reseeded. Deforestation enables a blighter to 
  cast his daily allotment of spells. 
   
  Spells Prepared (4/3; base DC = 13 + spell level): 0—
  [flare, ghost sound, inflict minor wounds, touch of fatigue]; 
  1st—[burning hands, decomposition, inflict light wounds] 
   
   
  
  NMR5-02 Natural Enemies 
   
  Page 14 
  Appendix Two – APL 6
  Encounter One 
   
   
   
   
  Rangers (6): Male or female elf Rgr2; CR 2; Medium 
  humanoid (Elf); HD 2d8+2; hp 15; Init +3; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15; Base Atk/Grp: +2/+4; 
  Atk +5 melee (1d6+2,  crit 19-20/x2, masterwork short 
  sword) or +5 ranged (+6 at 30 feet or less) (1d8, crit x3, 
  longbow); Full Atk +3/+3 melee (1d6+2,  crit 19-20/x2, 
  masterwork short swords) or +5 ranged (+6 at 30 feet or 
  less) (1d8, crit x3, longbow); Space/Reach: 5ft./5 ft.; SA 
  Favored Enemy: Humans (+2); SQ Immune to Sleep 
  spells and effects, low-light vision; AL CG; SV Fort +4, 
  Ref +6, Will +2 (+4 vs enchantments); Str 14, Dex 16, 
  Con 12, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +8, Move Silently +8, Listen 
  +9, Search +9, Spot +9, Survival +7; Point-Blank Shot, 
  Track, Two-Weapon Fighting. 
   
  Possessions: +1 chain shirt, longbow, masterwork 
  short swords (2). 
  Encounter Four 
   
   
   
   
  Talerad Endreliir: Male elf Drd 6/Blighter 3; CR 9; 
  Medium humanoid (Elf); HD 9d8; hp 48; Init +3; Spd 
  30 ft.; AC 21, touch 13, flat-footed 18; Base Atk/Grp: 
  +6/+6; Atk +9 melee (1d6,  club) or +9 ranged (1d4 plus 
  poison, dart); Full Atk +9/+4 melee (1d6,  club) or +9/+4 
  ranged (1d4 plus poison, dart); Space/Reach: 5ft./5 ft.; 
  SA Deforestation, Blightfire, Sustenance, Unnatural 
  wild shape 1/day; SQ Immune to Sleep spells and 
  effects, low-light vision; AL CN; SV Fort +8, Ref +6, 
  Will +11 (+13 vs enchantments); Str 10, Dex 16, Con 10, 
  Int 13, Wis 17, Cha 10. 
   
  Skills and Feats: Craft (trapmaking) +13, Knowledge 
  (nature) +14, Listen +17, Spot +17, Survival +16;  Dodge, 
  Mobility, Natural Spell, Weapon Finesse. 
   
  Possessions: +2 leather armor, Ring of Protection 
  (+1), +1 heavy wooden shield, 5 poison darts, club. 
   
  Poison: Giant Wasp poison, DC 18 Fortitude save 
  resists, 1d6 Ref/1d6 Ref. 
   
  Deforestation (Sp) : A blighter can kill all 
  nonsentient plant life within a radius of 20 feet per 
  blighter level as a full-round action once per day. If a 
  potentially affected plant is under the control of 
  another (such as a druid’s liveoak or a dryad’s home 
  tree), the controller can make a Fortitude save (DC 10 + 
  blighter level + blighter’s Wis modifier) to keep it alive. 
  Affected plants immediately cease photosynthesis, root 
  tapping, and all other methods of sustenance. Like 
  picked flowers, they appear vibrant for several hours, 
  but within a day, they turn brown and wither. Except 
  for plants selected by a controller, nothing can grow in 
  a deforested area until it has a hallow spell cast upon it 
  and it is reseeded. Deforestation enables a blighter to 
  cast his daily allotment of spells. 
   
  Blightfire (Su): Starting at 2nd level, as a standard 
  action, a blighter can unleash a scorching blast of fire. 
  This effect deals 5d6 points of fire damage to all 
  creatures within 10 feet (Reflex half; save DC is 10 + 
  blighter’s class level + blighter’s Wis modifier) and 
  ignites flammable objects it touches. 
   
  Sustenance (Ex): At 2nd level and higher, a 
  blighter no longer needs food or water to survive. 
   
  Undead wild shape (Sp): At 3rd level, the blighter 
  gains a version of the wild shape ability. Undead wild 
  shape functions like the druid’s wild shape ability, 
  except that the blighter adds the skeleton template to 
  the animal form he chooses to transform into. The 
  blighter’s animal form is altered as follows: 
   
  -Type changes to undead 
   
  -Natural Armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
   
  -+2 Dexterity, no Constitution score 
   
  -Immunity to cold 
   
  -Damage reduction 5/bludgeoning 
   
  Spells Prepared (5/4/2/1; base DC = 13 + spell 
  level): 0—[flare, ghost sound, inflict minor wounds (2), 
  touch of fatigue]; 1st—[burning hands, decomposition, doom, 
  inflict light wounds]; 2nd—[heat metal, produce flame], 
  3rd—[poison] 
  
  NMR5-02 Natural Enemies 
   
  Page 15 
  Appendix Three – APL 8
  Encounter One 
   
   
   
   
  Rangers (6): Male or female elf Rgr4; CR 4; Medium 
  humanoid (Elf); HD 4d8+4; hp 27; Init +3; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15; Base Atk/Grp: +4/+6; 
  Atk +7 melee (1d6+2,  crit 19-20/x2, masterwork short 
  sword) or +8 ranged (+9 at 30 feet or less) (1d8, crit x3, 
  masterwork longbow); Full Atk +5/+5 melee (1d6+2,  
  crit 19-20/x2, masterwork short swords) or +6/+6 
  ranged (+7/+7 at 30 feet or less) (1d8, crit x3, 
  masterwork longbow); Space/Reach: 5ft./5 ft.;  SA 
  Favored Enemy: Humans (+2); SQ Immune to Sleep 
  spells and effects, low-light vision; AL CG; SV Fort +5, 
  Ref +7, Will +3 (+5 vs enchantments); Str 14, Dex 17, 
  Con 12, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +10, Move Silently +10, 
  Listen +11, Search +11, Spot +11, Survival +9;  
  Endurance, Point-Blank Shot, Rapid Shot, Track, Two-
  Weapon Fighting. 
   
  Possessions: +1 chain shirt, masterwork longbow, 
  masterwork short swords (2). 
  Encounter Three 
   
   
   
   
  Ghost Treant: CR 10; Huge Undead (Incorporeal); 
  HD 7d12; hp 42; Init -1; Spd fly 30 ft. (perfect); AC 10, 
  touch 10, flat-footed 10 (Against ethereal opponents 
  AC 20, touch 7, flat-footed 20); Base Atk/Grp: +5/+22; 
  Atk Incorporeal touch +4 melee or +14 against ethereal 
  opponents (drain); Full Atk Incorporeal touch +4 
  melee or +14 against ethereal opponents (drain); 
  Space/Reach: 15ft./15 ft.; SA Animate Trees, Double 
  Damage against Objects, Draining Touch, Frightful 
  Moan, Manifestation, Trample 2d6+13; SQ Damage 
  reduction 10/slashing, incorporeal traits, low-light 
  vision, rejuvination, +4 turn resistance, undead traits, 
  vulnerability to fire; AL CN; SV Fort +10, Ref +1, Will 
  +7; Str 29, Dex 8, Con 0, Int 12, Wis 16, Cha 16. 
   
  Skills and Feats: Diplomacy +3, Hide -1, Intimidate 
  +6, Knowledge (Nature) +6, Listen +16, Search +8, 
  Sense Motive +8, Spot +16, Survival +8 (+10 
  aboveground), Improved Sunder, Iron Will, Power 
  Attack 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes 1 full round for a normal tree to uproot 
  itself. Thereafter it moves at a speed of 10 feet and 
  fights as a treant in all respects. Animated trees lose 
  their ability to move if the treant that animated them is 
  incapacitated or moves out of range. The ability is 
  otherwise similar to liveoak (caster level 12th). Animated 
  trees have the same vulnerability to fire that a treant 
  has.    
   
  Double Damage Against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. A ghost treant 
  can only affect ethereal objects or structures. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any ability score it selects. On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a Will save (DC 16) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): A ghost dwells on the 
  Ethereal Plane and, as an ethereal creature, it cannot 
  affect or be affected by anything in the material world. 
  When a ghost manifests, it partly enters the Material 
  Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only 
  by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source. A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor. A manifested ghost always moves silently. 
  A manifested ghost remains partly on the Ethereal 
  Plane, where it is not incorporeal. A manifested ghost 
  can be attacked by opponents on either the Material 
  Plane or the Ethereal Plane. The ghost’s incorporeality 
  helps protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Trample (Ex): Against ethereal opponents only. 
  Reflex DC 22 half. The save DC is Strength based.  
  Encounter Four 
   
   
   
   
  Talerad Endreliir: Male elf Drd 6/Blighter 5; CR 11; 
  Medium humanoid (Elf); HD 11d8; hp 58; Init +3; Spd 
  30 ft.; AC 21, touch 13, flat-footed 18; Base Atk/Grp: 
  +7/+7; Atk +10 melee (1d6,  club) or +10 ranged (1d4 
  plus poison, dart); Full Atk +10/+5 melee (1d6,  club) or 
  +10/+5 ranged (1d4 plus poison, dart); Space/Reach: 
  5ft./5 ft.; SA Deforestation, Blightfire, Sustenance, 
  Unnatural wild shape 2/day, Unnatural wild shape 
  (Large), Speak with dead animal, Contagious touch 
  1/day; SQ Immune to Sleep spells and effects, low-light 
  vision; AL CN; SV Fort +9, Ref +6, Will +12 (+14 vs 
  enchantments); Str 10, Dex 16, Con 10, Int 13, Wis 19, 
  Cha 10. 
  
  NMR5-02 Natural Enemies 
   
  Page 16 
   
  Skills and Feats: Craft (trapmaking) +15, Knowledge 
  (nature) +16, Listen +19, Spot +19, Survival +18;  Dodge, 
  Mobility, Natural Spell, Weapon Finesse. 
   
  Possessions: +2 leather armor, Ring of Protection 
  (+1), +1 heavy wooden shield, Periapt of Wisdom +2, 8 
  poison darts, club. 
   
  Poison: Giant Wasp poison, DC 18 Fortitude save 
  resists, 1d6 Ref/1d6 Ref. 
   
  Deforestation (Sp) : A blighter can kill all 
  nonsentient plant life within a radius of 20 feet per 
  blighter level as a full-round action once per day. If a 
  potentially affected plant is under the control of 
  another (such as a druid’s liveoak or a dryad’s home 
  tree), the controller can make a Fortitude save (DC 10 + 
  blighter level + blighter’s Wis modifier) to keep it alive. 
  Affected plants immediately cease photosynthesis, root 
  tapping, and all other methods of sustenance. Like 
  picked flowers, they appear vibrant for several hours, 
  but within a day, they turn brown and wither. Except 
  for plants selected by a controller, nothing can grow in 
  a deforested area until it has a hallow spell cast upon it 
  and it is reseeded. Deforestation enables a blighter to 
  cast his daily allotment of spells. 
   
  Blightfire (Su): Starting at 2nd level, as a standard 
  action, a blighter can unleash a scorching blast of fire. 
  This effect deals 5d6 points of fire damage to all 
  creatures within 10 feet (Reflex half; save DC is 10 + 
  blighter’s class level + blighter’s Wis modifier) and 
  ignites flammable objects it touches. 
   
  Sustenance (Ex): At 2nd level and higher, a 
  blighter no longer needs food or water to survive. 
   
  Undead wild shape (Sp): At 3rd level, the blighter 
  gains a version of the wild shape ability. Undead wild 
  shape functions like the druid’s wild shape ability, 
  except that the blighter adds the skeleton template to 
  the animal form he chooses to transform into. The 
  blighter’s animal form is altered as follows: 
   
  -Type changes to undead 
   
  -Natural Armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
   
  -+2 Dexterity, no Constitution score 
   
  -Immunity to cold 
   
  -Damage reduction 5/bludgeoning 
   
  Speak with dead animal (Sp): Starting at 4th 
  level, a blighter can converse with dead animals. This 
  ability functions  like a speak with dead spell cast by a 
  cleric of a level equal to the total of the character’s 
  druid and blighter levels, except that it affects only 
  corpses of animal creatures. It is usable once per day. 
   
  Contagious Touch (Su): At 5th level and higher, 
  a blighter can produce an effect like that of a contagious 
  touch spell once per day. He gains one extra use per day 
  of this ability for every two additional blighter levels he 
  acquires. 
   
  Spells Prepared (6/4/4/3/2; base DC = 14 + spell 
  level): 0—[flare, ghost sound, inflict minor wounds (2), 
  touch of fatigue(2)]; 1st—[burning hands, decomposition, 
  doom, inflict light wounds]; 2nd—[chill metal, flaming 
  sphere, heat metal, produce flame], 3rd—[dispel magic, 
  poison, vampiric touch], 4th—[flame strike, rusting grasp] 
  
  NMR5-02 Natural Enemies 
   
  Page 17 
  Appendix Four – APL 10
  Encounter One 
   
   
   
   
  Rangers (6): Male or female elf Rgr6; CR 6; Medium 
  humanoid (Elf); HD 6d8+6; hp 39; Init +3; Spd 30 ft.; 
  AC 18, touch 13, flat-footed 15; Base Atk/Grp: +6/+8; 
  Atk +9 melee (1d6+3,  crit 19-20/x2, +1 short sword) or 
  +9 ranged (+10 at 30 feet or less) (1d8, crit x3, longbow); 
  Full Atk +9/+4 melee or +7/+7/+2/+2 melee (1d6+3,  
  crit 19-20/x2, +1 short swords) or +9/+4 ranged  or 
  +7/+7/+2 ranged (+10/+5 or +8/+8/+3 at 30 feet or less) 
  (1d8, crit x3, longbow); Space/Reach: 5ft./5 ft.; SA 
  Favored Enemy: Humans (+4), Favored Enemy: 
  Magical Beasts (+2); SQ Immune to Sleep spells and 
  effects, low-light vision; AL CG; SV Fort +6, Ref +8, 
  Will +4 (+6 vs enchantments); Str 14, Dex 17, Con 12, 
  Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +12, Move Silently +12, 
  Listen +13, Search +13, Spot +13, Survival +11;  
  Endurance, Improved Two-Weapon Fighting, Point-
  Blank Shot, Quick Draw, Rapid Shot, Track, Two-
  Weapon Fighting. 
   
  Possessions: +1 chain shirt, longbow, +1 short 
  swords (2). 
  Encounter Three 
   
   
   
   
  Ghost Treant Druid: male ghost treant druid 2; CR 
  12; Huge Undead (Incorporeal); HD 8d12; hp 48; Init -
  1; Spd fly 30 ft. (perfect); AC 10, touch 10, flat-footed 10 
  (Against ethereal opponents AC 20, touch 7, flat-footed 
  20); Base Atk/Grp: +6/+23; Atk Incorporeal touch +5 
  melee or +15 against ethereal opponents (drain); Full 
  Atk Incorporeal touch +5/+0 melee or +15/+10 against 
  ethereal opponents (drain); Space/Reach: 15ft./15 ft.; 
  SA Animate Trees, Double Damage against Objects, 
  Draining Touch, Frightful Moan, Manifestation, 
  Trample 2d6+13; SQ Damage reduction 10/slashing, 
  incorporeal traits, low-light vision, rejuvenation, 
  spontaneous casting, +4 turn resistance, undead traits, 
  vulnerability to fire; AL CN; SV Fort +13, Ref +1, Will 
  +10; Str 29, Dex 8, Con 0, Int 12, Wis 16, Cha 16. 
   
  Skills and Feats: Diplomacy +5, Hide -1, Intimidate 
  +6, Knowledge (Nature) +10, Listen +16, Search +8, 
  Sense Motive +8, Spellcraft +5, Spot +16, Survival +12 
  (+14 aboveground), Improved Sunder, Iron Will, 
  Power Attack 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes 1 full round for a normal tree to uproot 
  itself. Thereafter it moves at a speed of 10 feet and 
  fights as a treant in all respects. Animated trees lose 
  their ability to move if the treant that animated them is 
  incapacitated or moves out of range. The ability is 
  otherwise similar to liveoak (caster level 12th). Animated 
  trees have the same vulnerability to fire that a treant 
  has.    
   
  Double Damage Against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. A ghost treant 
  can only affect ethereal objects or structures. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any ability score it selects. On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a Will save (DC 16) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): A ghost dwells on the 
  Ethereal Plane and, as an ethereal creature, it cannot 
  affect or be affected by anything in the material world. 
  When a ghost manifests, it partly enters the Material 
  Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only 
  by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source. A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor. A manifested ghost always moves silently. 
  A manifested ghost remains partly on the Ethereal 
  Plane, where it is not incorporeal. A manifested ghost 
  can be attacked by opponents on either the Material 
  Plane or the Ethereal Plane. The ghost’s incorporeality 
  helps protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Trample (Ex): Against ethereal opponents only. 
  Reflex DC 22 half. The save DC is Strength based.  
   
  Spells Prepared (4/3; base DC = 13 + spell level): 0—
  [create water, flare, guidance, light]; 1st—[charm animal, 
  entangle, sandblast]. 
  
  NMR5-02 Natural Enemies 
   
  Page 18 
  Encounter Four 
   
   
   
   
  Talerad Endreliir: Male elf Drd 6/Rgr 1/Blighter 5; 
  CR 13; Medium humanoid (Elf); HD 12d8; hp 63; Init 
  +3; Spd 30 ft.; AC 23, touch 13, flat-footed 20; Base 
  Atk/Grp: +8/+8; Atk +11 melee (1d6,  club) or +13 
  ranged (1d8+2 plus poison, longbow); Full Atk +11/+6 
  melee (1d6,  club) or +13/+8 ranged (1d8+2 plus poison, 
  longbow); Space/Reach: 5ft./5 ft.; SA Favored Enemy: 
  Humans (+2), Deforestation, Blightfire, Sustenance, 
  Unnatural wild shape 2/day, Unnatural wild shape 
  (Large), Speak with dead animal, Contagious touch 
  1/day; SQ Immune to Sleep spells and effects, low-light 
  vision; AL CN; SV Fort +11, Ref +8, Will +12 (+14 vs 
  enchantments); Str 10, Dex 16, Con 10, Int 13, Wis 20, 
  Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Craft 
  (trapmaking) +16, Knowledge (nature) +17, Listen +20, 
  Spot +20, Survival +21;  Dodge, Mobility, Natural Spell, 
  Spring Attack, Track, Weapon Finesse. 
   
  Possessions: +2 chain shirt, Ring of Protection (+1), 
  +1 heavy wooden shield, +2 longbow, Periapt of 
  Wisdom +2, 20 poison arrows, club. 
   
  Poison: Giant Wasp poison, DC 18 Fortitude save 
  resists, 1d6 Ref/1d6 Ref. 
   
  Deforestation (Sp) : A blighter can kill all 
  nonsentient plant life within a radius of 20 feet per 
  blighter level as a full-round action once per day. If a 
  potentially affected plant is under the control of 
  another (such as a druid’s liveoak or a dryad’s home 
  tree), the controller can make a Fortitude save (DC 10 + 
  blighter level + blighter’s Wis modifier) to keep it alive. 
  Affected plants immediately cease photosynthesis, root 
  tapping, and all other methods of sustenance. Like 
  picked flowers, they appear vibrant for several hours, 
  but within a day, they turn brown and wither. Except 
  for plants selected by a controller, nothing can grow in 
  a deforested area until it has a hallow spell cast upon it 
  and it is reseeded. Deforestation enables a blighter to 
  cast his daily allotment of spells. 
   
  Blightfire (Su): Starting at 2nd level, as a standard 
  action, a blighter can unleash a scorching blast of fire. 
  This effect deals 5d6 points of fire damage to all 
  creatures within 10 feet (Reflex half; save DC is 10 + 
  blighter’s class level + blighter’s Wis modifier) and 
  ignites flammable objects it touches. 
   
  Sustenance (Ex): At 2nd level and higher, a 
  blighter no longer needs food or water to survive. 
   
  Undead wild shape (Sp): At 3rd level, the blighter 
  gains a version of the wild shape ability. Undead wild 
  shape functions like the druid’s wild shape ability, 
  except that the blighter adds the skeleton template to 
  the animal form he chooses to transform into. The 
  blighter’s animal form is altered as follows: 
   
  -Type changes to undead 
   
  -Natural Armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
   
  -+2 Dexterity, no Constitution score 
   
  -Immunity to cold 
   
  -Damage reduction 5/bludgeoning 
   
  Speak with dead animal (Sp): Starting at 4th 
  level, a blighter can converse with dead animals. This 
  ability functions  like a speak with dead spell cast by a 
  cleric of a level equal to the total of the character’s 
  druid and blighter levels, except that it affects only 
  corpses of animal creatures. It is usable once per day. 
   
  Contagious Touch (Su): At 5th level and higher, 
  a blighter can produce an effect like that of a contagious 
  touch spell once per day. He gains one extra use per day 
  of this ability for every two additional blighter levels he 
  acquires. 
   
  Spells Prepared (6/5/4/3/2/1; base DC = 15 + spell 
  level): 0—[flare, ghost sound, inflict minor wounds (2), 
  touch of fatigue(2)]; 1st—[burning hands, decomposition, 
  doom, inflict light wounds, ray of enfeeblement]; 2nd—[chill 
  metal, flaming sphere, heat metal, produce flame], 3rd—
  [dispel magic, poison, vampiric touch], 4th—[flame strike, 
  rusting grasp], 5th—[waves of fatigue] 
  Dire Badger Skeletons (4): CR 1; Medium Undead 
  Animal; HD 3d12; HP 19; Init +8; Spd 30 ft, burrow 10 
  ft; AC 16, Touch 14, Flat-footed 12; Base Atk/Grapple 
  +1/+3; Atk claw +3 melee (1d4+2); Full Atk 2 claws +3 
  melee (1d4+2), bite -2 melee (1d6+1); Space/reach 
  5ft/5ft; SQ Immunity to Cold, Damage Reduction 
  5/bludgeoning; AL NE; SV Fort +1, Ref +5, Will +3; Str 
  14, Dex 19, Con 0, Int 0, Wis 10, Cha 1. 
   
  Skills and Feats: Improved Initiative 
   
   
  
  NMR5-02 Natural Enemies 
   
  Page 19 
  Appendix Five – APL 12
  Encounter One 
   
   
   
   
  Rangers (6): Male or female elf Rgr8; CR 8; Medium 
  humanoid (Elf); HD 8d8+8; hp 51; Init +4; Spd 30 ft.; 
  AC 20, touch 14, flat-footed 16; Base Atk/Grp: +8/+10; 
  Atk +11 melee (1d6+3,  crit 19-20/x2, +1 short sword) or 
  +13 ranged (+14 at 30 feet or less) (1d8, crit x3, 
  masterwork longbow); Full Atk +11/+6 melee or 
  +9/+9/+4/+4 melee (1d6+3,  crit 19-20/x2, +1 short 
  swords) or +13/+8 ranged  or +11/+11/+6 ranged 
  (+14/+9 or +12/+12/+7 at 30 feet or less) (1d8, crit x3, 
  masterwork longbow); Space/Reach: 5ft./5 ft.; SA 
  Favored Enemy: Humans (+4), Favored Enemy: 
  Magical Beasts (+2), Woodland Stride, Swift Tracker; 
  SQ Immune to Sleep spells and effects, low-light 
  vision; AL CG; SV Fort +7, Ref +10, Will +4 (+6 vs 
  enchantments); Str 14, Dex 18, Con 12, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Hide +15, Move Silently +15, 
  Listen +15, Search +15, Spot +15, Survival +13;  
  Endurance, Improved Two-Weapon Fighting, Point-
  Blank Shot, Quick Draw, Rapid Shot, Track, Two-
  Weapon Fighting. 
   
  Possessions: +2 chain shirt, masterwork longbow, +1 
  short swords (2). 
  Encounter Three 
   
   
   
   
  Ghost Treant Druid: Male ghost treant druid 4; CR 
  14; Huge Undead (Incorporeal); HD 10d12; hp 60; Init 
  -1; Spd fly 30 ft. (perfect); AC 10, touch 10, flat-footed 
  10 (Against ethereal opponents AC 20, touch 7, flat-
  footed 20); Base Atk/Grp: +8/+25; Atk Incorporeal 
  touch +7 melee or +17 against ethereal opponents 
  (drain); Full Atk Incorporeal touch +7/+2 melee or 
  +17/+12 
  against 
  ethereal 
  opponents 
  (drain); 
  Space/Reach: 15ft./15 ft.; SA Animate Trees, Double 
  Damage against Objects, Draining Touch, Frightful 
  Moan, Manifestation, Trample 2d6+13; SQ Damage 
  reduction 10/slashing, incorporeal traits, low-light 
  vision, rejuvenation, spontaneous casting, +4 turn 
  resistance, undead traits, vulnerability to fire; AL CN; 
  SV Fort +14, Ref +2, Will +11; Str 29, Dex 8, Con 0, Int 
  12, Wis 17, Cha 16. 
   
  Skills and Feats: Diplomacy +7, Hide -1, Intimidate 
  +6, Knowledge (Nature) +12, Listen +17, Search +8, 
  Sense Motive +8, Spellcraft +7, Spot +17, Survival +14 
  (+16 aboveground),  Enlarge Spell, Improved Sunder, 
  Iron Will, Power Attack 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes 1 full round for a normal tree to uproot 
  itself. Thereafter it moves at a speed of 10 feet and 
  fights as a treant in all respects. Animated trees lose 
  their ability to move if the treant that animated them is 
  incapacitated or moves out of range. The ability is 
  otherwise similar to liveoak (caster level 12th). Animated 
  trees have the same vulnerability to fire that a treant 
  has.    
   
  Double Damage Against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. A ghost treant 
  can only affect ethereal objects or structures. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any ability score it selects. On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a Will save (DC 16) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): A ghost dwells on the 
  Ethereal Plane and, as an ethereal creature, it cannot 
  affect or be affected by anything in the material world. 
  When a ghost manifests, it partly enters the Material 
  Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only 
  by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source. A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor. A manifested ghost always moves silently. 
  A manifested ghost remains partly on the Ethereal 
  Plane, where it is not incorporeal. A manifested ghost 
  can be attacked by opponents on either the Material 
  Plane or the Ethereal Plane. The ghost’s incorporeality 
  helps protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Trample (Ex): Against ethereal opponents only. 
  Reflex DC 22 half. The save DC is Strength based.  
   
  Spells Prepared (5/4/3; base DC = 13 + spell level): 
  0—[create water, flare, guidance, light, resistance]; 1st—
  
  NMR5-02 Natural Enemies 
   
  Page 20 
  [charm animal, entangle (2), sandblast]; 2nd—[heat metal, 
  resist energy, summon swarm] 
  Encounter Four 
   
   
   
   
  Talerad Endreliir: Male elf Drd 6/Rgr 3/Blighter 5; 
  CR 15; Medium humanoid (Elf); HD 14d8; hp 73; Init 
  +3; Spd 30 ft.; AC 23, touch 13, flat-footed 20; Base 
  Atk/Grp: +10/+10; Atk +13 melee (1d6, 18-20/x2, 
  rapier) or +15 ranged (1d8+2 plus poison, longbow); 
  Full Atk +13/+8 melee (1d6,  18-20/x2, rapier) or 
  +15/+10 ranged or +13/+13/+9 (1d8+2 plus poison, 
  longbow); Space/Reach: 5ft./5 ft.; SA Favored Enemy: 
  Humans (+2), Deforestation, Blightfire, Sustenance, 
  Unnatural wild shape 2/day, Unnatural wild shape 
  (Large), Speak with dead animal, Contagious touch 
  1/day; SQ Immune to Sleep spells and effects, low-light 
  vision; AL CN; SV Fort +12, Ref +9, Will +13 (+15 vs 
  enchantments); Str 10, Dex 16, Con 10, Int 13, Wis 22, 
  Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +8, 
  Craft 
  (trapmaking) +18, Knowledge (nature) +21, Listen +22, 
  Spot +22, Survival +21;  Dodge, Endurance, Mobility, 
  Natural Spell,  Rapid Shot, Spring Attack, Track, 
  Weapon Finesse. 
   
  Possessions: +2 chain shirt, Ring of Protection (+1), 
  +1 heavy wooden shield, +2 longbow, rapier, Periapt of 
  Wisdom +4, 20 poison arrows. 
   
  Poison: Giant Wasp poison, DC 18 Fortitude save 
  resists, 1d6 Ref/1d6 Ref. 
   
  Deforestation (Sp): A blighter can kill all 
  nonsentient plant life within a radius of 20 feet per 
  blighter level as a full-round action once per day. If a 
  potentially affected plant is under the control of 
  another (such as a druid’s liveoak or a dryad’s home 
  tree), the controller can make a Fortitude save (DC 10 + 
  blighter level + blighter’s Wis modifier) to keep it alive. 
  Affected plants immediately cease photosynthesis, root 
  tapping, and all other methods of sustenance. Like 
  picked flowers, they appear vibrant for several hours, 
  but within a day, they turn brown and wither. Except 
  for plants selected by a controller, nothing can grow in 
  a deforested area until it has a hallow spell cast upon it 
  and it is reseeded. Deforestation enables a blighter to 
  cast his daily allotment of spells. 
   
  Blightfire (Su): Starting at 2nd level, as a standard 
  action, a blighter can unleash a scorching blast of fire. 
  This effect deals 5d6 points of fire damage to all 
  creatures within 10 feet (Reflex half; save DC is 10 + 
  blighter’s class level + blighter’s Wis modifier) and 
  ignites flammable objects it touches. 
   
  Sustenance (Ex): At 2nd level and higher, a 
  blighter no longer needs food or water to survive. 
   
  Undead wild shape (Sp): At 3rd level, the blighter 
  gains a version of the wild shape ability. Undead wild 
  shape functions like the druid’s wild shape ability, 
  except that the blighter adds the skeleton template to 
  the animal form he chooses to transform into. The 
  blighter’s animal form is altered as follows: 
   
  -Type changes to undead 
   
  -Natural Armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
   
  -+2 Dexterity, no Constitution score 
   
  -Immunity to cold 
   
  -Damage reduction 5/bludgeoning 
   
  Speak with dead animal (Sp): Starting at 4th 
  level, a blighter can converse with dead animals. This 
  ability functions  like a speak with dead spell cast by a 
  cleric of a level equal to the total of the character’s 
  druid and blighter levels, except that it affects only 
  corpses of animal creatures. It is usable once per day. 
   
  Contagious Touch (Su): At 5th level and higher, 
  a blighter can produce an effect like that of a contagious 
  touch spell once per day. He gains one extra use per day 
  of this ability for every two additional blighter levels he 
  acquires. 
   
  Blighter Spells Prepared (6/5/5/3/2/1; base DC = 
  16 + spell level): 0—[flare, ghost sound, inflict minor 
  wounds (2), touch of fatigue(2)]; 1st—[burning hands, 
  decomposition, doom, inflict light wounds, ray of 
  enfeeblement]; 2nd—[chill metal, flaming sphere, heat 
  metal, inflict moderate wounds, produce flame], 3rd—[dispel 
  magic, poison, vampiric touch], 4th—[flame strike, rusting 
  grasp], 5th—[waves of fatigue] 
  Dire Wolf Skeletons (4): CR 3; Large Undead Animal; 
  HD 6d12; HP 39; Init +7; Spd 50 ft; AC 14, Touch 12, 
  Flat-footed 11; Base Atk/Grapple +3/+14; Atk bite +10 
  melee (1d8+10); Full Atk bite +10 melee (1d8+10); 
  Space/reach 10ft/5ft; SQ Immunity to Cold, Damage 
  Reduction 5/bludgeoning; AL NE; SV Fort +2, Ref +5, 
  Will +3; Str 25, Dex 17, Con 0, Int 0, Wis 10, Cha 1. 
   
  Skills and Feats: Improved Initiative 
  
  NMR5-02 Natural Enemies 
   
  Page 21 
  Appendix Six – APL 14
  Encounter One 
   
   
   
   
  Rangers (6): Male or female elf Rgr10; CR 10; Medium 
  humanoid (Elf); HD 10d8+10; hp 63; Init +4; Spd 30 ft.; 
  AC 20, touch 14, flat-footed 16; Base Atk/Grp: +10/+12; 
  Atk +15 melee (1d6+3,  crit 19-20/x2, +1 short sword) or 
  +15 ranged (+16 at 30 feet or less) (1d8, crit x3, 
  masterwork longbow); Full Atk +15/+10 melee or 
  +13/+13/+8/+8 melee (1d6+3,  crit 19-20/x2, +1 short 
  swords) or +15/+10 ranged  or +13/+13/+8 ranged 
  (+16/+10 or +14/+14/+9 at 30 feet or less) (1d8, crit x3, 
  masterwork longbow); Space/Reach: 5ft./5 ft.; SA 
  Favored Enemy: Aberrations (+2), Favored Enemy: 
  Humans (+6), Favored Enemy: Magical Beasts (+2), 
  Woodland Stride, Swift Tracker; SQ Immune to Sleep 
  spells and effects, low-light vision; AL CG; SV Fort +8, 
  Ref +11, Will +5 (+7 vs enchantments); Str 14, Dex 18, 
  Con 12, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +17, Move Silently +17, 
  Listen +17, Search +17, Spot +17, Survival +15;  
  Endurance, Evasion, Improved Two-Weapon Fighting, 
  Point-Blank Shot, Quick Draw, Rapid Shot, Track, Two-
  Weapon Fighting, Weapon Finesse. 
   
  Possessions: +2 chain shirt, masterwork longbow, +1 
  short swords (2). 
  Encounter Three 
   
   
   
   
  Ghost Treant Druid: Male ghost treant druid 6; CR 
  16; Huge Undead (Incorporeal); HD 12d12; hp 72; Init 
  -1; Spd fly 30 ft. (perfect); AC 10, touch 10, flat-footed 
  10 (Against ethereal opponents AC 20, touch 7, flat-
  footed 20); Base Atk/Grp: +9/+26; Atk Incorporeal 
  touch +8 melee or +18 against ethereal opponents 
  (drain); Full Atk Incorporeal touch +8/+3 melee or 
  +18/+13 
  against 
  ethereal 
  opponents 
  (drain); 
  Space/Reach: 15ft./15 ft.; SA Animate Trees, Double 
  Damage against Objects, Draining Touch, Frightful 
  Moan, Manifestation, Trample 2d6+13; SQ Damage 
  reduction 10/slashing, incorporeal traits, low-light 
  vision, rejuvenation, spontaneous casting, +4 turn 
  resistance, undead traits, vulnerability to fire, wild 
  shape 2/day; AL CN; SV Fort +15, Ref +3, Will +11; Str 
  29, Dex 8, Con 0, Int 12, Wis 17, Cha 16. 
   
  Skills and Feats: Diplomacy +9, Hide -1, Intimidate 
  +6, Knowledge (Nature) +14, Listen +18, Search +8, 
  Sense Motive +8, Spellcraft +9, Spot +18, Survival +16 
  (+18 aboveground), Enlarge Spell, Improved Sunder, 
  Iron Will, Natural Spell, Power Attack 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes 1 full round for a normal tree to uproot 
  itself. Thereafter it moves at a speed of 10 feet and 
  fights as a treant in all respects. Animated trees lose 
  their ability to move if the treant that animated them is 
  incapacitated or moves out of range. The ability is 
  otherwise similar to liveoak (caster level 12th). Animated 
  trees have the same vulnerability to fire that a treant 
  has.    
   
  Double Damage Against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. A ghost treant 
  can only affect ethereal objects or structures. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any ability score it selects. On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a Will save (DC 16) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): A ghost dwells on the 
  Ethereal Plane and, as an ethereal creature, it cannot 
  affect or be affected by anything in the material world. 
  When a ghost manifests, it partly enters the Material 
  Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only 
  by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source. A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor. A manifested ghost always moves silently. 
  A manifested ghost remains partly on the Ethereal 
  Plane, where it is not incorporeal. A manifested ghost 
  can be attacked by opponents on either the Material 
  Plane or the Ethereal Plane. The ghost’s incorporeality 
  helps protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Trample (Ex): Against ethereal opponents only. 
  Reflex DC 22 half. The save DC is Strength based.  
   
  Spells Prepared (5/4/4/3; base DC = 13 + spell level): 
  0—[create water, flare, guidance, light, resistance]; 1st—
  
  NMR5-02 Natural Enemies 
   
  Page 22 
  [charm animal, entangle (2), sandblast]; 2nd—[heat metal, 
  flaming sphere, resist energy, summon swarm]; 3rd—[call 
  lightning, enlarged heat metal, spike growth] 
  Encounter Four 
   
   
   
   
  Talerad Endreliir: Male elf Drd 6/Rgr 5/Blighter 5; 
  CR 17; Medium humanoid (Elf); HD 16d8; hp 83; Init 
  +3; Spd 30 ft.; AC 27, touch 13, flat-footed 24; Base 
  Atk/Grp: +12/+12; Atk +17 melee (1d6+2, 18-20/x2, 
  rapier) or +17 ranged (1d8+2 plus poison, longbow); 
  Full Atk +17/+12/+7 melee (1d6+2,  18-20/x2, rapier) or 
  +17/+12/+7 ranged or +14/+14/+10/+5 ranged (1d8+2 
  plus poison, longbow); Space/Reach: 5ft./5 ft.; SA 
  Favored Enemy: Humans (+4),  Favored Enemy: 
  Magical 
  Beasts 
  (+2), 
  Deforestation, 
  Blightfire, 
  Sustenance, Unnatural wild shape 2/day, Unnatural 
  wild shape (Large), Speak with dead animal, 
  Contagious touch 1/day; SQ Immune to Sleep spells 
  and effects, low-light vision; AL CN; SV Fort +13, Ref 
  +10, Will +13 (+15 vs enchantments); Str 10, Dex 16, 
  Con 10, Int 13, Wis 23, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Craft 
  (trapmaking) +20, Knowledge (nature) +21, Listen +24, 
  Spot +24, Survival +23;  Dodge, Endurance, Mobility, 
  Natural Spell, Rapid Shot,  Shot on the Run, Spring 
  Attack, Track, Weapon Finesse. 
   
  Possessions: +3 chain shirt, Ring of Protection (+3), 
  +2 heavy wooden shield, +2 longbow, +2 rapier, Periapt 
  of Wisdom +4, 20 poison arrows. 
   
  Poison: Giant Wasp poison, DC 18 Fortitude save 
  resists, 1d6 Ref/1d6 Ref. 
   
  Deforestation (Sp) : A blighter can kill all 
  nonsentient plant life within a radius of 20 feet per 
  blighter level as a full-round action once per day. If a 
  potentially affected plant is under the control of 
  another (such as a druid’s liveoak or a dryad’s home 
  tree), the controller can make a Fortitude save (DC 10 + 
  blighter level + blighter’s Wis modifier) to keep it alive. 
  Affected plants immediately cease photosynthesis, root 
  tapping, and all other methods of sustenance. Like 
  picked flowers, they appear vibrant for several hours, 
  but within a day, they turn brown and wither. Except 
  for plants selected by a controller, nothing can grow in 
  a deforested area until it has a hallow spell cast upon it 
  and it is reseeded. Deforestation enables a blighter to 
  cast his daily allotment of spells. 
   
  Blightfire (Su): Starting at 2nd level, as a standard 
  action, a blighter can unleash a scorching blast of fire. 
  This effect deals 5d6 points of fire damage to all 
  creatures within 10 feet (Reflex half; save DC is 10 + 
  blighter’s class level + blighter’s Wis modifier) and 
  ignites flammable objects it touches. 
   
  Sustenance (Ex): At 2nd level and higher, a 
  blighter no longer needs food or water to survive. 
   
  Undead wild shape (Sp): At 3rd level, the blighter 
  gains a version of the wild shape ability. Undead wild 
  shape functions like the druid’s wild shape ability, 
  except that the blighter adds the skeleton template to 
  the animal form he chooses to transform into. The 
  blighter’s animal form is altered as follows: 
   
  -Type changes to undead 
   
  -Natural Armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
   
  -+2 Dexterity, no Constitution score 
   
  -Immunity to cold 
   
  -Damage reduction 5/bludgeoning 
   
  Speak with dead animal (Sp): Starting at 4th 
  level, a blighter can converse with dead animals. This 
  ability functions  like a speak with dead spell cast by a 
  cleric of a level equal to the total of the character’s 
  druid and blighter levels, except that it affects only 
  corpses of animal creatures. It is usable once per day. 
   
  Contagious Touch (Su): At 5th level and higher, 
  a blighter can produce an effect like that of a contagious 
  touch spell once per day. He gains one extra use per day 
  of this ability for every two additional blighter levels he 
  acquires. 
   
  Blighter Spells Prepared (6/5/5/3/2/1; base DC = 
  16 + spell level): 0—[flare, ghost sound, inflict minor 
  wounds (2), touch of fatigue(2)]; 1st—[burning hands, 
  decomposition, doom, inflict light wounds, ray of 
  enfeeblement]; 2nd—[chill metal, flaming sphere, heat 
  metal, inflict moderate wounds, produce flame], 3rd—[dispel 
  magic, poison, vampiric touch], 4th—[flame strike, rusting 
  grasp], 5th—[waves of fatigue] 
   
  Ranger Spells Prepared (2; base DC = 16 + spell 
  level): 1st—[entangle, longstrider] 
  Advanced Dire Lion Skeletons (4): CR 5; Large Undead 
  Animal; HD 10d12; HP 64; Init +7; Spd 40 ft; AC 14, 
  Touch 12, Flat-footed 11; Base Atk/Grapple +5/+16; Atk 
  claw +12 melee (1d6+7); Full Atk 2 claws +12 melee 
  (1d6+7), bite +6 melee (1d8+3); Space/reach 10ft/5ft; 
  SA Improved Grab, Pounce, Rake 1d6+3; SQ Immunity 
  to Cold, Damage Reduction 5/bludgeoning; AL NE; SV 
  Fort +3, Ref +6, Will +5; Str 25, Dex 17, Con 0, Int 0, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Improved Initiative 
   
  Improved Grab (Ex): To use this ability, a dire 
  lion must hit 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 rake. 
   
  Pounce (Ex): If a dire lion charges, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +12 melle, damage 1d6+3. 
  
  NMR5-02 Natural Enemies 
   
  Page 23 
   
  
  NMR5-02 Natural Enemies 
   
  Page 24 
  Appendix Seven – APL 16
  Encounter One 
   
   
   
   
  Rangers (6): Male or female elf Rgr12; CR 12; Medium 
  humanoid (Elf); HD 12d8+12; hp 75; Init +4; Spd 30 ft.; 
  AC 21, touch 14, flat-footed 17; Base Atk/Grp: +12/+14; 
  Atk +19 melee (1d6+4,  crit 19-20/x2, +2 short sword) or 
  +17 ranged (+16 at 30 feet or less) (1d8, crit x3, 
  masterwork longbow); Full Atk +19/+14/+9 melee or 
  +17/+17/+12/+12/+7/+7 melee (1d6+4,  crit 19-20/x2, 
  +2 short swords) or +17/+12 +7 ranged  or 
  +15/+15/+10/+5 ranged (+18/+13 or +16/+16/+11/+6 at 
  30 feet or less) (1d8, crit x3, masterwork longbow); 
  Space/Reach: 5ft./5 ft.; SA Favored Enemy: Aberrations 
  (+2), Favored Enemy: Humans (+6), Favored Enemy: 
  Magical Beasts (+2), Woodland Stride, Swift Tracker; 
  SQ Immune to Sleep spells and effects, low-light 
  vision; AL CG; SV Fort +9, Ref +12, Will +6 (+8 vs 
  enchantments); Str 14, Dex 19, Con 12, Int 10, Wis 14, 
  Cha 10. 
   
  Skills and Feats: Hide +19, Move Silently +19, 
  Listen +19, Search +19, Spot +19, Survival +17;  
  Endurance, Evasion, Greater Two-Weapon Fighting, 
  Improved Two-Weapon Fighting, Point-Blank Shot, 
  Quick Draw, Rapid Shot, Track, Two-Weapon Fighting, 
  Weapon Finesse, Weapon Focus: Short Sword. 
   
  Possessions: +3 chain shirt, masterwork longbow, +2 
  short swords (2). 
  Encounter Three 
   
   
   
   
  Ghost Treant Druid: Male ghost treant druid 8; CR 
  18; Huge Undead (Incorporeal); HD 14d12; hp 84; Init 
  -1; Spd fly 30 ft. (perfect); AC 10, touch 10, flat-footed 
  10 (Against ethereal opponents AC 20, touch 7, flat-
  footed 20); Base Atk/Grp: +11/+28; Atk Incorporeal 
  touch +10 melee or +20 against ethereal opponents 
  (drain); Full Atk Incorporeal touch +10/+5 melee or 
  +20/+15 
  against 
  ethereal 
  opponents 
  (drain); 
  Space/Reach: 15ft./15 ft.; SA Animate Trees, Double 
  Damage against Objects, Draining Touch, Frightful 
  Moan, Manifestation, Trample 2d6+13; SQ Damage 
  reduction 10/slashing, incorporeal traits, low-light 
  vision, rejuvenation, spontaneous casting, +4 turn 
  resistance, undead traits, vulnerability to fire, wild 
  shape 3/day; AL CN; SV Fort +16, Ref +3, Will +12; Str 
  29, Dex 8, Con 0, Int 12, Wis 18, Cha 16. 
   
  Skills and Feats: Diplomacy +11, Hide -1, Intimidate 
  +6, Knowledge (Nature) +16, Listen +20, Search +8, 
  Sense Motive +9, Spellcraft +11, Spot +20, Survival +19 
  (+21 aboveground), Enlarge Spell, Improved Sunder, 
  Iron Will, Natural Spell, Power Attack 
   
  Animate Trees (Sp): A treant can animate trees 
  within 180 feet at will, controlling up to two trees at a 
  time. It takes 1 full round for a normal tree to uproot 
  itself. Thereafter it moves at a speed of 10 feet and 
  fights as a treant in all respects. Animated trees lose 
  their ability to move if the treant that animated them is 
  incapacitated or moves out of range. The ability is 
  otherwise similar to liveoak (caster level 12th). Animated 
  trees have the same vulnerability to fire that a treant 
  has.    
   
  Double Damage Against Objects (Ex): A treant 
  or animated tree that makes a full attack against an 
  object or structure deals double damage. A ghost treant 
  can only affect ethereal objects or structures. 
   
  Draining Touch (Su): A ghost that hits a living 
  target with its incorporeal touch attack drains 1d4 
  points from any ability score it selects. On each such 
  successful attack, the ghost heals 5 points of damage to 
  itself. 
   
  Frightful Moan (Su): A ghost can emit a frightful 
  moan as a standard action. All living creatures within a 
  30-foot spread must succeed on a Will save (DC 16) or 
  become panicked for 2d4 rounds. This is a sonic 
  necromantic mind-affecting fear effect. A creature that 
  successfully saves against the moan cannot be affected 
  by the same ghost’s moan for 24 hours. 
   
  Manifestation (Su): A ghost dwells on the 
  Ethereal Plane and, as an ethereal creature, it cannot 
  affect or be affected by anything in the material world. 
  When a ghost manifests, it partly enters the Material 
  Plane and becomes visible but incorporeal on the 
  Material Plane. A manifested ghost can be harmed only 
  by other incorporeal creatures, magic weapons, or 
  spells, with a 50% chance to ignore any damage from a 
  corporeal source. A manifested ghost can pass through 
  solid objects at will, and its own attacks pass through 
  armor. A manifested ghost always moves silently. 
  A manifested ghost remains partly on the Ethereal 
  Plane, where it is not incorporeal. A manifested ghost 
  can be attacked by opponents on either the Material 
  Plane or the Ethereal Plane. The ghost’s incorporeality 
  helps protect it from foes on the Material Plane, but not 
  from foes on the Ethereal Plane. 
  When a spellcasting ghost is not manifested and is on 
  the Ethereal Plane, its spells cannot affect targets on 
  the Material Plane, but they work normally against 
  ethereal targets. When a spellcasting ghost manifests, 
  its spells continue to affect ethereal targets and can 
  affect targets on the Material Plane normally unless the 
  spells rely on touch. A manifested ghost’s touch spells 
  don’t work on nonethereal targets. 
  A ghost has two home planes, the Material Plane and 
  the Ethereal Plane. It is not considered extraplanar 
  when on either of these planes. 
   
  Trample (Ex): Against ethereal opponents only. 
  Reflex DC 22 half. The save DC is Strength based.  
  
  NMR5-02 Natural Enemies 
   
  Page 25 
   
  Spells Prepared (6/5/4/4/3; base DC = 13 + spell 
  level): 0—[create water, flare, guidance, light, resistance, 
  virtue]; 1st—[charm animal, entangle (2), obscuring mist, 
  sandblast]; 2nd—[heat metal, flaming sphere, resist energy, 
  summon swarm]; 3rd—[call lightning, enlarged heat metal, 
  spike growth, wind wall]; 4th—[enlarged call lightning, 
  flame strike, ice storm] 
   
  Encounter Four 
   
   
   
   
  Talerad Endreliir: Male elf Drd 6/Rgr 6/Blighter 6; 
  CR 19; Medium humanoid (Elf); HD 19d8; hp 93; Init 
  +3; Spd 30 ft.; AC 30, touch 13, flat-footed 27; Base 
  Atk/Grp: +14/+14; Atk +19 melee (1d6+2, 18-20/x2, 
  rapier) or +20 ranged (1d8+3 plus poison, longbow); 
  Full Atk +19/+14/+9 melee (1d6+2,  18-20/x2, rapier) or 
  +20/+15/+10 ranged or +18/+18/+13/+8 ranged (1d8+3 
  plus poison, longbow); Space/Reach: 5ft./5 ft.; SA 
  Favored Enemy: Humans (+4),  Favored Enemy: 
  Magical 
  Beasts 
  (+2), 
  Deforestation, 
  Blightfire, 
  Sustenance, Unnatural wild shape 2/day, Unnatural 
  wild shape (Large), Speak with dead animal, 
  Contagious touch 2/day; SQ Immune to Sleep spells 
  and effects, low-light vision; AL CN; SV Fort +13, Ref 
  +12, Will +15 (+17 vs enchantments); Str 10, Dex 16, 
  Con 10, Int 13, Wis 23, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +12, 
  Craft 
  (trapmaking) +23, Knowledge (nature) +24, Listen +27, 
  Spot +27, Survival +26;  Dodge, Endurance, Manyshot, 
  Mobility, Natural Spell, Rapid Shot, Spring Attack, 
  Track, Weapon Finesse. 
   
  Possessions: +4 chain shirt, Ring of Protection (+4), 
  +3 heavy wooden shield, +3 longbow, +2 rapier, Periapt 
  of Wisdom +4, 20 poison arrows. 
   
  Poison: Giant Wasp poison, DC 18 Fortitude save 
  resists, 1d6 Ref/1d6 Ref. 
   
  Deforestation (Sp) : A blighter can kill all 
  nonsentient plant life within a radius of 20 feet per 
  blighter level as a full-round action once per day. If a 
  potentially affected plant is under the control of 
  another (such as a druid’s liveoak or a dryad’s home 
  tree), the controller can make a Fortitude save (DC 10 + 
  blighter level + blighter’s Wis modifier) to keep it alive. 
  Affected plants immediately cease photosynthesis, root 
  tapping, and all other methods of sustenance. Like 
  picked flowers, they appear vibrant for several hours, 
  but within a day, they turn brown and wither. Except 
  for plants selected by a controller, nothing can grow in 
  a deforested area until it has a hallow spell cast upon it 
  and it is reseeded. Deforestation enables a blighter to 
  cast his daily allotment of spells. 
   
  Blightfire (Su): Starting at 2nd level, as a standard 
  action, a blighter can unleash a scorching blast of fire. 
  This effect deals 5d6 points of fire damage to all 
  creatures within 10 feet (Reflex half; save DC is 10 + 
  blighter’s class level + blighter’s Wis modifier) and 
  ignites flammable objects it touches. 
   
  Sustenance (Ex): At 2nd level and higher, a 
  blighter no longer needs food or water to survive. 
   
  Undead wild shape (Sp): At 3rd level, the blighter 
  gains a version of the wild shape ability. Undead wild 
  shape functions like the druid’s wild shape ability, 
  except that the blighter adds the skeleton template to 
  the animal form he chooses to transform into. The 
  blighter’s animal form is altered as follows: 
   
  -Type changes to undead 
   
  -Natural Armor bonus is +0 (Tiny animal), +1 
  (Small), +2 (Medium or Large), or +3 (Huge) 
   
  -+2 Dexterity, no Constitution score 
   
  -Immunity to cold 
   
  -Damage reduction 5/bludgeoning 
   
  Speak with dead animal (Sp): Starting at 4th 
  level, a blighter can converse with dead animals. This 
  ability functions  like a speak with dead spell cast by a 
  cleric of a level equal to the total of the character’s 
  druid and blighter levels, except that it affects only 
  corpses of animal creatures. It is usable once per day. 
   
  Contagious Touch (Su): At 5th level and higher, 
  a blighter can produce an effect like that of a contagious 
  touch spell once per day. He gains one extra use per day 
  of this ability for every two additional blighter levels he 
  acquires. 
   
  Blighter Spells Prepared (6/5/5/4/3/2/1; base DC 
  = 16 + spell level): 0—[flare, ghost sound, inflict minor 
  wounds (2), touch of fatigue(2)]; 1st—[burning hands, 
  decomposition, doom, inflict light wounds, ray of 
  enfeeblement]; 2nd—[chill metal, flaming sphere, heat 
  metal, inflict moderate wounds, produce flame], 3rd—[dispel 
  magic, poison, stinking cloud, vampiric touch], 4th—[flame 
  strike, rusting grasp, wall of fire], 5th—[antilife shell, waves 
  of fatigue], 6th—[finger of death] 
   
  Ranger Spells Prepared (3; base DC = 16 + spell 
  level): 1st—[delay poison, entangle, longstrider] 
   
  Dire Tiger Skeletons (4): CR 7; Large Undead 
  Animal; HD 16d12; HP 104; Init +7; Spd 40 ft; AC 14, 
  Touch 12, Flat-footed 11; Base Atk/Grapple +8/+20; Atk 
  claw +16 melee (2d4+8); Full Atk 2 claws +16 melee 
  (2d4+8), bite +10 melee (2d6+4); Space/reach 10ft/5ft; 
  SA Improved Grab, Pounce, Rake 1d6+3; SQ Immunity 
  to Cold, Damage Reduction 5/bludgeoning; AL NE; SV 
  Fort +3, Ref +6, Will +5; Str 25, Dex 17, Con 0, Int 0, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Improved Initiative 
   
  Improved Grab (Ex): To use this ability, a dire 
  tiger must hit with its bite attack. It can then attempt to 
  
  NMR5-02 Natural Enemies 
   
  Page 26 
  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 rake. 
   
  Pounce (Ex): If a dire tiger charges, it can make a 
  full attack, including two rake attacks. 
   
  Rake (Ex): Attack bonus +12 melee, damage 1d6+3. 
  
  NMR5-02 Natural Enemies 
   
  Page 27 
  Appendix Eight – New Rules Items 
  Blighter 
  When a druid turns away from the land, the land turns away from her.  Some ex-druids make peace with this change; 
  others seek to restore the bond. A  few, however, actually embrace their disconnection from nature and become forces of 
  destruction.  These few, called blighters, bring desolation wherever they tread. 
  A blighter gains her spellcasting ability by stripping the earth of life.  A swath of deforested land always marks her path 
  through the wilderness. 
  The fast majority of blighters are nomadic loners constantly in search of green lands to destroy.  Some are grim; others 
  laugh at the destruction they wreak.  Almost all, however, are friendless and mad.  What puts them over the edge is the 
  knowledge that nature gets the last laugh: To gain their spells, they must seek out the richest forests of the land, even if 
  it’s only to destroy them.  Thus, even though they’ve turned away from nature, they must constantly return to it. 
  Only human ex-druids seem attracted in any number to the blighter’s path.  Legends say that a few elven druids have 
  also turned to destruction over the millennia-a terrifying prospect given how much land they could destroy in their long 
  lifetimes. 
  Adaptation:  In many ways, the blighter is to the druid what the blackguard is to the paladin.  While it’s likely that 
  blighters are loners, you could also develop a secret cult of blighters devoted to ruining the world’s ecology. 
  Hit Die: d8 
  Requirements 
  To qualify as a blighter,  a character must fulfill the following criteria. 
  Alignment: Any nongood. 
  Base Attack Bonus: +4 
  Special:  The character must be an ex-druid previously capable of casting 3rd-level druid spells. 
  Class Skills 
  The blighter’s class skills (and the key ability for each skill) are Concentration(Con), Craft(any)(Int), Diplomacy(Cha), 
  Handle Animal(Cha), Heal(Wis), Knowledge(nature)(Int), Listen(Wis), Profession(herbalist)(Wis), Spellcraft(Int), 
  Spot(Wis), Survival(Wis), and Swim(Str).  See Chapter 4 of the Player’s Handbook for skill descriptions. 
  Skill Points at Each Level: 4+ Int modifier. 
  Class 
  Level 
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +2 
  +0 
  +2 
  Deforestation 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Blightfire, sustenance 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Undead wild shape 1/day 
  4th 
  +3 
  +4 
  +1 
  +4 
  Speak with dead animal, undead wild shape 2/day 
  5th 
  +3 
  +4 
  +1 
  +4 
  Contagious touch 1/day, undead wild shape (Large) 
  6th 
  +4 
  +5 
  +2 
  +5 
  Animate dead animal, undead wild shape 3/day 
  7th 
  +5 
  +5 
  +2 
  +5 
  Contagious touch 2/day 
  8th 
  +6 
  +6 
  +2 
  +6 
  Unbond, undead wild shape 4/day 
  9th 
  +6 
  +6 
  +3 
  +6 
  Contagious touch 3/day, undead wild shape (Huge) 
  10th 
  +7 
  +7 
  +3 
  +7 
  Plague, undead wild shape 5/day 
   
  Class Features 
  The following are class features of the blighter prestige class. 
  
  NMR5-02 Natural Enemies 
   
  Page 28 
  Weapon and Armor Proficiency:  Blighters gain no weapon or armor proficiencies. 
  Spells per Day:  Since blighters are ex-druids, they lose their druid spellcasting abilities.  However, they gain access to 
  new, more destructive spells.  At each blighter level, the character gains spells per day according to Table 2-3.  She must 
  choose her spells from the blighter spell list, below.  The blighter’s caster level is equal to her blighter level plus her 
  druid level. 
  To cast a blighter spell, a blighter must have a Wisdom score of at least 10 + the spell’s level, so a blighter with a Wisdom 
  of 10 or lower cannot cast these spells.  Blighter bonus spells are based on Wisdom, and saving throws against these 
  spells have a DC of 10 + spell level + the blighter’s Wisdom modifier.  When the blighter gets 0 spells per day of a given 
  level (for instance 2nd level spells for a 2nd level blighter), she gains only the bonus spells she would be entitled to based 
  on her Wisdom score for that spell level.  The blighter’s spell list appears below.  A blighter has access to any spell on the 
  list and can freely choose which to prepare, just as a druid.  A blighter prepares and casts spells just as a druid does 
  (though a blighter cannot spontaneously cast summon spells). 
   
  The blighter gains access to her daily spells through deforestation (see below).  If she goes more than 24 hours 
  without deforesting a wooded area, she cannot cast spells until she does so. 
   
  The default divine focus for any spell cast by a blighter is a desiccated sprig of holly or mistletoe.  Any material 
  component for a blighter’s spell must have been dead for at least a day before use. 
  ------------------------------  Spells per Day  ---------------------------------- 
  Class Level 
  0 
  1st
  2nd 
  3rd
  4th 
  5th 
  6th
  7th
  8th 
  9th 
  1st 
  4 
  2 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2nd 
  5 
  3 
  0 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3rd 
  5 
  3 
  1 
  0 
  - 
  - 
  - 
  - 
  - 
  - 
  4th 
  6 
  3 
  2 
  1 
  0 
  - 
  - 
  - 
  - 
  - 
  5th 
  6 
  3 
  3 
  2 
  1 
  0 
  - 
  - 
  - 
  - 
  6th 
  6 
  3 
  3 
  3 
  2 
  1 
  0 
  - 
  - 
  - 
  7th 
  6 
  4 
  3 
  3 
  3 
  2 
  1 
  0 
  - 
  - 
  8th 
  6 
  4 
  4 
  3 
  3 
  3 
  2 
  1 
  0 
  - 
  9th 
  6 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  0 
  10th 
  6 
  5 
  5 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  Deforestation (Sp):  A blighter can kill all nonsentient plant life within a radius of 20 feet per blighter level as a full-
  round action once per day.  If a potentially affected plant is under the control of another (such as the druid’s liveoak or a 
  dryad’s home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter’s Wis modifier) to keep it 
  alive.  Affected plants immediately cease photosynthesis, root taping, and all other methods of sustenance.  Like picked 
  flowers, they appear vibrant for several hours, but within a day, they turn brown and wither.  Except for plants selected 
  by a controller, nothing can grow in a deforested area until it has a hallow spell cast upon it and is reseeded.  
  Deforestation enables a blighter to cast her daily allotment of spells.  This ability works in any terrain, but deforesting a 
  sandy desert, ice floe, or other environments with only sparse vegetation does not empower the character to cast spells. 
  Blightfire (Su):  Starting at 2nd level, as a standard action, a blighter can unleash a scorching blast of fire.  This effect 
  deals 5d6 points of fire damage to all creatures within 10 feet (Reflex half; save DC is 10 + blighter’s class level + 
  blighter’s Wis modifier) and ignites flammable objects it touches.  Blighters delight in starting wildfires and often use 
  this ability to do so. 
  Sustenance (Ex):  At 2nd level and higher a blighter no longer needs food or water to survive. 
  Undead Wild Shape (Sp):  At 3rd level, the blighter gains a version of the wild shape ability.  Undead wild shape 
  functions like the druid’s wild shape ability, except that the blighter adds the skeleton template to the animal form he 
  chooses to transform into.  The blighter’s animal form is altered as follows: 
  • 
  Type changes to undead. 
  • 
  Natural armor bonus is +0 (Tiny animal), +1 (Small), +2 (Medium or Large), or +3 (Huge). 
  
  NMR5-02 Natural Enemies 
   
  Page 29 
  • 
  +2 Dexterity, no Constitution score. 
  • 
  Immunity to cold 
  • 
  Damage reduction 5/bludgeoning. 
  The blighter gains one extra use per day of this ability at every even blighter level after 3rd.  In addition, she gains the 
  ability to take the shape of a Large skeletal animal at 5th level and a Huge skeletal animal at 9th level. 
  Speak with Dead Animals (Sp):  Starting at 4th level, a blighter can converse with dead animals.  This ability functions 
  like a speak with dead spell cast by a cleric of a level equal to the total of the character’s druid and blighter levels, except 
  that it affects only corpses of animal creatures.  It is usable once per day. 
  Contagious Touch (Su):  At 5th level and higher, a blighter can produce an effect like that of a contagious touch spell once 
  per day.  She gains one extra use per day of this ability for every two additional blighter levels she acquires. 
  Animate Dead Animal (Sp):  This ability, gained at 6th level, functions like an animate dead spell, except that it affects 
  only corpses of animal creatures and requires no material component.  It is usable once per day. 
  Unbond (Sp):  Beginning at 8th level, a blighter can temporarily separate a bonded animal or magical best (such a an 
  animal companion, familiar, or mount) from its master once per day.  The target creature must be within 40 feet of both 
  its master and the blighter.  If the master fails a Will save (DC 10 + blighter level + blighter’s Wis modifier), the bond 
  terminates as if the servitor had died, though this does not cause the experience loss in the case of a familiar.  Normally 
  hostile creatures attack their masters but are otherwise unaffected.  The bond returns after 1 minute per blighter level, 
  restoring all benefits.  Alternatively, the master can regain the servitor through the normal methods of acquisition. 
  Plague (Su):  At 10th level and higher, a blighter can spread disease over a large area.  This ability functions like the 
  contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-
  foot radius.  Plague is usable once per day. 
  Blighter Spell list 
  0 Level: detect magic, detect poison, flare, ghost sound, inflict minor wounds, read magic, touch of fatigue. 
  1st Level:  bane, burning hands, curse water, decomposition, detect undead, doom, endure elements, inflict light wounds, invisibility to 
  animals, ray of enfeeblement. 
  2nd Level: chill metal, chill touch, darkness, death knell, fire trap, flaming sphere, heat metal, inflict moderate wounds, produce flame, 
  resist elements, warp wood. 
  3rd Level:  contagion, deeper darkness, desecrate, diminish plants, dispel magic, inflict serious wounds, poison, protection from 
  elements, stinking cloud, vampiric touch. 
  4th Level: animate dead, antiplant shell, blight, death ward, flame strike, inflict critical wounds, languor, repel vermin, rusting grasp, 
  transmute mud to rock, transmute rock to mud, unhallow, wall of fire. 
  5th Level:  antilife shell, contagious touch, create undead, forbiddance, repel wood, waves of fatigue. 
  6th Level:  acid fog, antipathy, circle of death, finger of death, fireseeds, greater dispel magic, harm. 
  7th Level:  control undead, control weather, earthquake, firestorm, miasma, repel metal or stone, repulsion. 
  8th Level:  horrid wilting, mind blank, shambler, waves of exhaustion. 
  9th Level:  antipathy, foresight, implosion, incendiary cloud, storm of vengeance. 
   
  New Spells 
  Decomposition 
  Necromancy 
  Level: Druid 2 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: 50 ft. 
  Area:  All enemies within a 50-ft radius emanation 
  centered on you. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
  
  NMR5-02 Natural Enemies 
   
  Page 30 
  Whenever an enemy within the area takes normal (not 
  subdual) damage, that wound festers for an additional 1 
  point of damage per round thereafter for the duration 
  of the spell.  A successful Heal check (DC 15) or the 
  application of any cure spell or other healing magic 
  (heal, healing circle, and so on) stops the festering.  Only 
  one wound festers at a time; additional wounds 
  suffered while the first is still festering are not subject 
  to this effect.  Once festering has been stopped, 
  however, any new wound suffered while the subject is 
  within the area (before the spell expires) begins the 
  process anew. 
  For example, a subject who takes 6 points of damage 
  from an attack while within the area of a decomposition 
  spell takes 1 points of damage from festering the next 
  round, and another 1 point on the round after that.  On 
  the following round, that subject receives 4 points of 
  healing from a cure light wounds spell, so the festering 
  stops and the subject takes no festering damage that 
  round.  The next round, the subject remains within the 
  emanation and takes another 3 points of damage in 
  battle.  The festering begins again, inflicting 1 point of 
  festering damage on the next round. 
  Languor 
  Transmutation 
  Level: Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels) 
  Effect: Ray 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
  This spell causes creatures it hits to become weak and 
  slow.  A subject who fails a Will save is slowed as the 
  spell and suffers a cumulative enhancement penalty to 
  Strength equal to 1d6-1 per two caster levels (minimum 
  additional penalty of 0, maximum of -10) each round.  
  If the subject’s Strength drops below 1, it is helpless.  
  The spell’s slow effect counters and is countered by 
  haste.  However, the Strength penalty is not countered 
  by haste. 
   
  Contagious Touch 
  Necromancy 
  Level: Druid 6 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Personal 
  Target: You 
  Duration: 1 round/level 
  Upon casting this spell, you must choose one disease 
  from this list: blinding sickness, cackle fever, filth 
  fever, mindfire, red ache, the shakes, or slimy doom 
  (see Disease, page 292 of the Dungeon Master’s Guide, for 
  descriptions).  Any living creature you hit with a melee 
  touch attack during the spell’s duration is affected as 
  though by the contagion spell, immediately contracting 
  the disease you selected unless it makes a successful 
  Fortitude save.  You cannot infect more than one 
  creature per round. 
  Miasma 
  Evocation 
  Level: Druid 6 
  Components: V, S, DF 
  Casting Time: 1 standard action 
  Range: Close (25 ft + 5ft/2 levels) 
  Target: One living creature 
  Duration: 3 rounds/level 
  Saving Throw: Fortitude negates 
  Spell Resistance: Yes 
  By filling the subject’s mouth and throat with 
  unbreathable gas, you prevent him from doing much 
  more than coughing and spitting.  The subject cannot 
  speak.  Conversation is impossible, spells with verbal 
  components cannot be cast, bardic music cannot be 
  performed, and no noise other than coughing and 
  spitting is possible.  The subject can hold his breath for 
  2 rounds per point of Constitution but must make a 
  Constution check (DC 10 + 1 per previous success) 
  each round therafter to continue doing so.  Failure on 
  any such check (or voluntary resumption of breathing) 
  causes the subject to fall unconscious (0 hp). On the 
  next round, the subject drops to -1 hit points and is 
  dying; on the third round, he suffocates (see 
  Suffocation, page 304 of the Dungeon Master’s Guide). 
   
   
   
   
   
   
   
   
   
   
  
  NMR5-02 Natural Enemies 
   
  Page 31 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/NMR (Nyrond and her environs Metaregion)/NMR5-02 Natural Enemies (3E).pdf