TEXT: UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  34
   1st  level
  the sinister vault
  1
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game 
  Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (includ-
  ing into other computer languages), potation, modification, correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) 
  “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any 
  additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this 
  License, including translations and derivative works under copyright law, but specifically excludes Product Identity. 
  (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; 
  artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, 
  symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual 
  or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abili-
  ties or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified 
  as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) 
  “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or 
  its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” 
  or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of 
  Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Con-
  tent that you Use. No terms may be added to or subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agree-
  ment with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed 
  under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to 
  some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure 
  such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this 
  License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to 
  the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip 
  Williams, based on original material by E. Gary Gygax and Dave Arneson. Castle Shadowcrag, Copyright 2007 
  Wolfgang Baur, www.wolfgangbaur.com. All rights reserved. Dusk Naga, Copyright 2007 by Mark Gedak, Published 
  by Purple Duck Games. A Dozen Ceramic Items Copyright © 2004 Michael Hammes. Published by Ronin Arts, 
  www.roninarts.com. 
  The Dungeon Under The Mountain and The Sinister Vault © by Øone Roleplaying Games
  Some artwork copyright Paul Daly, used with permission.
  The Sinister Vault
  Written by Mark Gedak
  Graphic Design by O’Bully
  Cartography by Mario Barbati
  Artwork by O’Bully, Paul Daly, 
  Studio Mattigatti.
  Software Authoring by Anna Fava
  Requires the use of the Dungeons & Dragons® 
  Player’s Handbook, Third Edition, published by 
  Wizards of the Coast®
  Dungeons & Dragons® and Wizards of the Coast® 
  are Registered Trademarks of Wizards of the Coast, 
  and are used with Permission.
  Every Reference to other copyrighted material in no 
  way constitutes a challenge to the respective copyright 
  holders of that material.
  A) The following elements in this book is hereby 
  designated as open game content, in accordance with 
  the open game licence:
  1- All Monsters, stats and description
  B) the following elements in this book are hereby 
  identified as “product identity”:
  1- All not mentioned at the point “A”
  2- Øone Roleplaying Games identifying marks and 
  product titles.
  3-All artwork, maps and graphic design.
  The reproduction or retransmission of this book, 
  except for his open gaming content, without written 
  permission of the copyright holder is expressly for-
  bidden, except for the purpose of reviews.
  ‘D20 System’ and the ‘D20 System’ logo are Trade-
  marks owned by Wizards of the Coast and are used 
  according to the terms of the D20 System License 
  version 3.0.  A copy of this License can be found at 
  www.wizards.com/d20.
  Product Code: UNDRE012
  First edition: June 2007
  Øone Roleplaying Games
  www.Øonegames.com
  master@Øonegames.com
  
  Welcome
  3
  What is this Product
  This product contains one room 
  or one dungeon -based encounter. 
  All the rooms featured here are taken 
  from one of The Dungeon Under 
  the Mountain products, available at 
  www.0onegames.com, although these 
  products are not necessary, since the 
  encounter can be adapted without ef-
  fort to any existing dungeon.
  How to 
  Use this Product
  This product takes advantage from 
  the PDF technology, joining old-fash-
  ioned style with the most advanced 
  electronic features. In order to use this 
  product you must use Adobe Acrobat 
  6 or later.
  This product has been designed 
  to help busy referees in preparing 
  dungeon adventures and encounters. 
  Instead of wasting time scaling the 
  encounters and adapting them to your 
  party, here you will find a pre-scaled 
  encounter suitable in three different 
  versions (for low, mid and high level 
  of play). At the beginning of the en-
  counter text, you will find a big button 
  like this.
  By clicking on this button you can 
  choose which level want to play (low, 
  medium, high). When you have made 
  your choice all the relevant portions of 
  the text will change accordingly.
  Monsters will scale, DCs will 
  change, traps and behaviors of the 
  villains will change, according with the 
  level of play you choose.
  Nevertheless, this is not all.
  Beside each paragraph you will 
  find the same button found before, 
  but much smaller. This button allows 
  you to change only the appropriate 
  paragraph. Therefore, if you need 
  stronger monsters in your low-level 
  encounter, you can adjust them and 
  use mid-level monsters instead of 
  low-level ones. Likewise, if you want 
  traps tougher, just click on the para-
  graph button and change the level of 
  the traps paragraph. Blank spaces, due 
  to different text lengths, will be filled 
  with placeholder artwork, so you will 
  have a good-looking page.
  Finally, a paragraph called “Person-
  al  Notes” is left blank. This paragraph 
  features a text field you can fill with 
  your notes about the encounter, sim-
  ply click and write.
  The document saves automatically 
  the notes when you close it. In order 
  to recall the notes present on a docu-
  ment you must choose “Load Notes” 
  from the paragraph button. Note that 
  if you load the previous notes they will 
  override the notes you are writing
  The buttons will not be printed.
  The Maps
  Those familiar with The Dun-
  geon Under the Mountain products 
  will found the maps easy to use. The 
  product comes with two maps of the 
  room. A smaller version of the map 
  is intended for the referee; the second, 
  larger one, may come split in more 
  than one sheet and it is intended for 
  miniature play.
  The smaller map features the “Rule 
  the Dungeon” button. Clicking this 
  button, you can customize the map by 
  opening or closing the doors, remov-
  ing the furniture or removing the fill 
  in the walls and more, depending on 
  the room’s layout. All the choices 
  made on the smaller map are reflected 
  on the larger one. 
  The Background
  The Dungeon Under the Moun-
  tain is a massive dungeon complex 
  extending endlessly below the ground. 
  In a remote past, ancient evil beings 
  dwelled in the area. Now, the remain-
  ing of these mysterious evil beings 
  have seized the dungeons and filled it 
  with deadly traps and monsters. Also, 
  many known villains have established 
  their strongholds in the depths of The 
  Dungeon Under the Mountain. No-
  body knows why this dungeon is filled 
  by danger, but nobody cares, since this 
  dungeon is the most prized adventure 
  ground of the world. However be 
  warned, adventurers, your life will be 
  not easy here and dozens of self-call-
  ing heroes never returned from the 
  Dungeon Under the Mountain!
  “You Have Been 
  Warned”
  ����
  ���
  ��������
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  34
   1st  level
  the sinister vault
  4
  the sinister vault 
  (level 1, room 34)
  Background 
  and Lead-ins
  The sinister vault was once used 
  as a storehouse of treasures for the 
  Red Griffons adventuring party that 
  tried to conquer the Dungeon Un-
  der the Mountain. They installed the 
  weighted locking doors and were 
  able to keep much of their treasure 
  safe until they were ambushed one 
  day by a dusk naga by the name of 
  S’lithissana. Having slain the Griffons, 
  S’lithissana has taken the vault as her 
  new lair. She uses her shadow slide 
  ability to move in and out of the vault 
  without opening the weighted vault 
  door. The vault is filled with treasures, 
  attracting unwary and greedy adven-
  turers and heavy shadows from which 
  S’lithissana can strike.
  Room Environment
  Lightning: On six iron hooks 
  evenly spaced around the main vault 
  hang the skulls of the Red Grif-
  fin adventuring company. Through 
  the use of a wand of continual light, 
  S’lithissana has transformed these 
  skulls into a series of ghoulish lan-
  terns.
  Smell: The room is free of any 
  distinctive odours.
  Sound: Upon the characters first 
  opening the vault door, S’lithissana 
  uses ghost sound to create the sounds 
  of a handful of creatures mumbling 
  in Undercommon from deeper in the 
  vault (see relevant skill checks section 
  for Listen results). She has successfully 
  used this ploy to lure prey into her lair 
  in the past.
  Terrain: The vault is carved from 
  a naturally occurring limestone plug. 
  The tunnel into the main vault is clear 
  of any obstacles. The floor of the 
  main vault is littered with treasure; it 
  is arranged haphazardly to make the 
  terrain slippery and unstable.  Each 
  round the heroes take a move action 
  in the main chamber they need to 
  make a Balance check (see relevant skill 
  checks section). 
  Vault Doors: The steel double 
  doors that block entry into the vault 
  have a complex series of mechanical 
  locks to shield the vault’s contents 
  from intruders. The added weights en-
  sure that three rounds after the doors 
  have been opened they will gently and 
  quietly close and relock. The doors 
  cannot be opened from within the 
  vault by mundane means (see relevant 
  skill checks section for Open Locks 
  and Disable Device results). The doors 
  are over six inches thick with a hard-
  ness of 10 and 180 hit points.
  Room Description 
  for the Players 
  Vault Doors
  Two massive, mechanical steel 
  doors bar your path onward. Four 
  brass locking tumblers are found on the 
  doors. Beneath these tumbles are two 
  three-point handles. Strong shadows 
  fall across the surface of the door.
  Entrance
  The great doors open smoothly 
  outward to reveal a ten foot wide 
  limestone tunnel leading deep into an 
  expansive vault with a ceiling stretch-
  ing over 25 ft. above the floor. Obscene 
  glowing skulls light the vault chamber 
  ahead of you from steel hooks mount-
  ed on the walls. They stare covetously 
  down at the treasure and objects d’art 
  strewn across the floor and around the 
  four limestone pillars. There was a soft 
  rumbling of voices and clinking of coins 
  from the vault when the door was first 
  breached, but the room is now strange-
  ly silent.
  Room Description 
  for the Referee
  The door to the sinister vault has 
  four locking dials originally installed 
  to keep the vaults contents safe from 
  greedy treasure hunters. The dials 
  must be unlocked one at a time from 
  right to left, in order to successfully 
  open the vault. If any lock in the chain 
  is unsuccessfully bypassed then all four 
  locks will reset. Because of the delicate 
  nature of these locks, a character may 
  not “take 10” or “take 20” when at-
  tempting to unlock one of the dials. 
  Once the door has been opened it will 
  close and relock within three rounds 
  due to S’lithissana modifying the door 
  to trap treasure seekers inside (see 
  relevant skill checks section for Open 
  Locks, Search and Disable Device 
  results).
  The tunnel and vault have been 
  carved into a naturally occurring 
  limestone plug.  Along the northern 
  side of this tunnel is a secret door that 
  leads to other chambers built by the 
  creator of the vault (see relevant skill 
  checks section for Search results). 
  S’lithissana is either unaware of this 
  secret door or its mysteries never in-
  trigued her enough to investigate, thus 
  that area is untouched by her evil. The 
  tunnel ends in a high arc that opens 
  into the larger vault.
  The main vault has four ornate 
  limestone pillars that rise to the vault-
  ed 25 foot ceiling. The everburning 
  skulls that are equally spaced around 
  the chamber create many pools of 
  shadow for S’lithissana to emerge 
  from to attack. Amongst the pillars are 
  piles of coins and treasure arranged 
  haphazardly to make the whole area 
  difficult to traverse. A man-size urn 
  adorned with draconic imagery has 
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  34
   1st  level
  the sinister vault
  5
  been placed in such a way so as to fill 
  its interior with darkness from which 
  S’lithissana can strike.
  Combat Tactics
  Relevant Skill 
  Checks
  Traps, Mechanical 
  Devices, Doors, and 
  Objects Statblocks
  Treasures and XP
  New Objects, Spells, 
  and Magical Items
  New Spells 
  Black Hand
  Necromancy [Shadow]
  Level: Sor/Wiz 4
  Components: V, S
  Casting Time: 1 Standard action
  Range: Personal
  Target: You
  Duration: Until discharged
  You gather the powers of dark-
  ness into your fist and strike with a 
  paralyzing and shadowy chill. When 
  you summon a black hand effect, your 
  hand is encased in black and purple 
  flames. With a successful touch at-
  tack, you deal 1d3 points of Strength, 
  Dexterity, and Constitution drain to 
  an enemy; these ability score points 
  are added to your own totals as an 
  enhancement bonus for 1 round per 
  your caster level If the victim makes a 
  Fortitude save (DC 14), he loses (and 
  you gain) just 1 point of Constitution.
  [high] EL 19
  S’lithissana should be well pre-
  pared for any incursion into her lair. 
  She has cast alarm on the vault doors; 
  this provides her with a mental alarm 
  whenever someone is attempting to 
  enter the sinister vault. She moves 
  to the wall of vault attached to the 
  entrance tunnel and casts protection 
  from arrows. When the vault first 
  opens, she casts ghost sound to lure 
  her victims into the central chamber. If 
  any character moves to investigate the 
  urn, they will find she has enchanted it 
  with explosive runes.  When exposed 
  to the characters for the first time, 
  she will use project image and then 
  mislead confuse the party. Once she 
  establishes who possess the greatest 
  threat to her, she will use maze rid 
  herself of them until she has been 
  able to destroy the rest of the party 
  with wail of the banshee or by striking 
  then from the confines of their own 
  shadows with her bite. If she is badly 
  injured she will cast cloudkill in the 
  confining vault and leave with shadow 
  stride to heal. 
  [high]
  Open Locks DC 32 (four 
  locks) to unlock the combination 
  dials on the vault doors from right to 
  left.
  Search/Disable Device DC 35 
  to find and disable the modifications 
  that S’lithissana has made to the vault 
  door which forces it to close.
  Listen DC 15 to distinguish that 
  voices are speaking in Undercommon 
  near the rear pillars in the room.
  Search DC 32 to notice the se-
  cret door located in the tunnel leading 
  to the vault’s main room.
  Balance DC 18 to not lose their 
  footing during that round and suffer 
  a -2 circumstance penalty to all skill 
  checks, reflex saves and attack rolls.
  [medium]
  Open Locks DC 28 (four 
  locks) to unlock the combination 
  dials on the vault doors from right to 
  left.
  Search/Disable Device DC 
  28 to find and disable the modifica-
  tions that S’lithissana has made to the 
  vault door which forces it to close.
  Listen DC 15 to distinguish that 
  voices are speaking in Undercommon 
  near the rear pillars in the room.
  Search DC 24 to notice the se-
  cret door located in the tunnel leading 
  to the vault’s main room.
  Balance DC 16 to not lose their 
  footing during that round and suffer 
  a -2 circumstance penalty to all skill 
  checks, reflex saves and attack rolls.
  [low]
  Open Locks DC 20 (four 
  locks) to unlock the combination 
  dials on the vault doors from right to 
  left.
  Search/Disable Device DC 18 
  to find and disable the modifications 
  that S’lithissana has made to the vault 
  door which forces it to close.
  Listen DC 15 to distinguish that 
  voices are speaking in Undercommon 
  near the rear pillars in the room.
  Search DC 20 to notice the se-
  cret door located in the tunnel leading 
  to the vault’s main room.
  Balance DC 12 to not lose their 
  footing during that round and suffer 
  a -2 circumstance penalty to all skill 
  checks, reflex saves and attack rolls.
  [high]
  Weighted Vault Doors: CR 5; 
  mechanical; timed (3 rounds); auto-
  matic reset; Reflex DC 25 prevents; 
  Search DC 35; Disable Device DC 35; 
  Market Price: 47,500 gp.
  The doors of the vault are weighted 
  to close after the heroes enter. Once 
  closed the vault relock; there is no 
  way to open the vault doors from the 
  inside. 
  [High]
  All the rooms treasure lies on 
  the floor of the vault or is being used 
  by S’lithissana. The vault’s treasure 
  includes: 3321 cp, 1157 sp, 872 gp, a tiny 
  bell and piece of very fine silver wire, 
  six everburning skulls mounted on 
  hooks around the room, a man-sized 
  painted urn (220 gp, dragon motif), a 
  pair of child’s ceramic doll (89 gp each, 
  dressed as a priestess and priest), a 
  locked case (Open Locks DC 17) con-
  tain a half set of silverware (137 gp) and 
  a 5 lbs. idol carved into the shape of an 
  osyluth (435 gp), a spellbook that have 
  been trapped with sepia serpent sigil 
  (otherwise the typical spellbook of a 6rd 
  level diviner), a chest that has fire trap 
  cast upon it that contains a collections 
  of bones from S’lithissana’s favourite 
  victims, plus S’lithissana’s possessions.
  [medium]
  All the rooms treasure lies on the 
  floor of the vault or is being used 
  by S’lithissana. The vault’s treasure 
  includes: 3321 cp, 1157 sp, 872 gp, a 
  tiny bell and piece of very fine silver 
  wire, six everburning skulls mounted 
  on hooks around the room, a man-
  sized painted urn (220 gp, dragon 
  motif), a pair of child’s ceramic doll 
  (89 gp each, dressed as a priestess and 
  priest), a locked case (Open Locks 
  DC 17) contain a half set of silverware 
  (137 gp) and a 5 lbs. idol carved into 
  the shape of an osyluth (435 gp), a 
  spellbook that have been trapped 
  with sepia serpent sigil (otherwise the 
  typical spellbook of a 3rd level con-
  jurer) plus S’lithissana’s possessions.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  34
   1st  level
  the sinister vault
  6
  New Feats
  Improved Poison Attack 
  [General]
  Prerequisites: Poison special 
  attack, Con 17
  Benefit: The damage dealt to an 
  ability score by this creature’s poison 
  special attack increases by one step as 
  if the poison was a natural attack and 
  the creature’s size increased by one 
  category. If a creature’s poison affects 
  more than one ability score, then this 
  feat only increases the damage to one 
  ability score. It can be taken multiple 
  times to improve each aspect once.
  Shadow Strike [General]
  Prerequisites: Ability to move 
  through darkness or shadow as a 
  supernatural or extraordinary ability, 
  ase attack +8
  Benefit: A creature that can 
  normally move through shadow now 
  may extend their reach through areas 
  of shadow. Effectively, the creature’s 
  reach in shadowy areas or areas of 
  darkness increases by the distance they 
  can move through shadow.
  Designer Notes
  The naga has been a favourite 
  monster of mine since I began run-
  ning fantasy campaigns back in the 
  early 1980’s. When searching for ap-
  propriate naga to use at multiple levels 
  I was disappointed in the choices avail-
  able in the system reference document. 
  It was at that point that I decided to 
  craft my own variant naga that would 
  scale easily through the levels I was 
  interested in.  It became closely tied 
  with shadow from the influence of 
  Wolfgang Baur’s second open design 
  project called Castle Shadowcrag. The 
  treasure found in this encounter is 
  greater than average value per encoun-
  ter because the area is a treasure vault 
  with treasure from S’lithissana as well 
  as some of her victims. Hopefully, the 
  additional treasure here will be offset 
  by a lack of treasure at other encoun-
  ter areas. If you are looking for the 
  full monster tome-type stat write-up 
  for a Dusk Naga, be sure to check out 
  Wolfgang Baur’s Kobold Quarterly 
  coming soon.
  Author’s Bio
  Mark Gedak has been a playtester 
  and casual writer since the onset of the 
  d20 system. He has worked with Mon-
  goose Publishing, Ronin Arts, Reality 
  Deviants, 12 to Midnight and High 
  Moon Media Productions. Recently he 
  has stated up his own yahoogroup for 
  material he is creating and publishing 
  under Purple Duck Games.
  Monsters and 
  Villains Statblocks
  [High]
  S’lithissana, Dusk Naga 
  CR 19
  NE female Large Aberration
  Init +6; Senses Listen +5, Spot +5; See 
  in darkness
  Languages Common, Infernal, Under-
  common
  AC 27, touch 14, flat-footed 25 
  (-1 size, +2 Dex, +4 armor, +4 shield, 
  +5 natural, +2 deflection, +1 insight)
  hp 170 (20 HD)
  Fort +8, Ref +5, Will +11
  Speed 40 ft. (8 squares), climb 30 ft.
  Melee bite +18 (2d6+6 plus poison)
  Space 10 ft.; Reach 5 ft. (45 ft. in 
  shadow/darkness)
  Base Atk +15; Grp +23
  Atk Options enfeebling gaze, poison
  Spells Known (CL 18th, +18 melee 
  touch, +16 ranged touch)
     9th (3/day) – wail of the banshee
     8th (5/day) – maze, power word stun
     7th (6/day) – power word blind, project 
  image, reverse gravity, 
     6th (6/day) – chain lightning, greater 
  dispel magic, mislead   
     5th (3/day) – baleful polymorph, 
  cloudkill, dominate person, mage’s 
  faithful hound 
     4th (5/day) – black hand, black tenta-
  cles, fire trap, rainbow pattern
     3rd (6/day) – displacement, explosive 
  runes, sepia snake sigil, sleet storm
     2nd (6/day) – cat’s grace, hypnotic pat-
  tern, mirror image, protection from 
  arrows, summon swarm
     1st (5/day) – alarm, magic aura, ob-
  scuring mist, reduce person, true strike
     0th (6/day) – dancing lights, detect 
  magic, flare, ghost sound, mage hand, 
  open/close, ray of frost, read magic, 
  resistance
  Abilities Str 18, Dex 14, Con 18, Int 15, 
  Wis 17, Cha 19
  SA enfeebling gaze, poison, spells
  SQ shadow stride
  Feats Alertness, Combat Casting, 
  Eschew MaterialsB, Improved Initia-
  tive, Improved Poison Attack, Light-
  ning Reflexes, Rapid Metabolism, 
  Shadow Strike
  Skills Climb +12, Concentration +37 
  (+41 defensively casting), Knowl-
  edge (arcana) +25, 
     Knowledge (planes) +25, Listen +5, 
  Spellcraft +27, Spot +5
  Possessions combat gear plus +2 ani-
  mated large steel shield, bracelets of 
  armor +4 (worn along body), deep red 
  ioun stone, dusty rose ioun stone, ring 
  of protection +2 (worn as earring), 
  third eye of concentrate.
  Enfeebling Gaze (Su): All creatures 
  within 45 ft of the dusk naga who 
  meet his gaze must make a Will 
  save DC 24 or suffer 1d6 points of 
  Str damage for 10 minutes. Crea-
  tures can only be affected by this 
  gaze once per day. The save DC is 
  Charisma-based.
  Poison (Ex): Injury, Fortitude save DC 
  24, initial and secondary damage 
  is 2d6 Str. The save DC is Constitu-
  tion-based.
  See in Darkness (Su): All dusk naga 
  can see perfectly in darkness of any 
  kind, even that created by the deeper 
  darkness spell.
  Shadow Stride (Su): As a move action 
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room  34
   1st  level
  the sinister vault
  7
  Personal Notes
  a dusk naga can slip into a shadow 
  it is in contact with and re-emerge 
  from another shadow up to 40 ft. 
  away.
  Spells: Dusk naga are able to cast 
  spells as if they were a sorcerer of 
  two levels below their hit dice. They 
  are also able to use spells of the Evil 
  and Darkness clerical domains as 
  arcane spells.
  Skills: Dusk naga have a +8 racial 
  bonus to Climb checks and may 
  choose to take 10 on a Climb check 
  even then threatened or rushed.
  Write here your personal notes
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  THE SINISTER VAULT (DM REFERENCE)
  room  34
   1st  level
  one square = 5 ft.
  locked doors
  skulls
  RULE
  THE
  DUNGEON!
  
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  © Øone Games, permission granted to print for personal use only
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  The Sinister Vault (battlemap 1 of 1)
  The Sinister Vault (battlemap 1 of 1)
  
SOURCE: textdata/thevault/D20 system/The Dungeon Under the Mountain (d20)/The Dungeon Under the Mountain Rooms & Encounters - The Sinister Vault.pdf