TEXT: UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   9
   1st  level
  Gormoth the ever-hunGry
  
  
  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. 
  The Dungeon Under The Mountain and Gormoth the Ever-Hungry © by Øone Roleplaying Games
  Some artwork copyright Paul Daly, used with permission.
  Gormoth the Ever-Hungry
  Written by Tim Hitchcock
  Graphic Design by O’Bully
  Cartography by Mario Barbati
  Artwork by O’Bully, Paul Daly, 
  Studio Mattigatti, Daniele Bigliardo.
  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: UNDRE006
  First edition: March 2006
  Øone Roleplaying Games
  www.Øonegames.com
  master@Øonegames.com
  
  Welcome
  
  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   9
   1st  level
  Gormoth the ever-hunGry
  
  Gormoth the ever-
  hunGry 
  (level 1, room 9)
  Background 
  and Lead-ins
  Room 9 is the lair of Gormoth 
  the Every-Hungry, a lazy hydra that a 
  nearby kobold tribe uses as an unwit-
  ting protectorate. Under the wise 
  guidance of their shaman, each month 
  several tribe members are appointed 
  to the prestigious position of “Care-
  taker of the Gormoth”.  Like most 
  hydras, Gormoth has a temper made 
  even more terrible by hunger, there-
  fore should a caretaker not succeed 
  in his task of procuring food for the 
  beast; he is instead, fed to the Ever-
  Hungry to placate it. Players should 
  encounter the kobolds while exploring 
  the surrounding corridors, prior to 
  entering Gormoth’s lair.
  Following their inauguration, 
  caretakers scour the surrounding 
  dungeons for potential food, using 
  all manner of clever tactics to draw 
  it to Gormoth. Craven creatures, the 
  kobolds target opponents obviously 
  weaker then themselves. When faced 
  with superior adversaries, they rely 
  on trap use and hit-and-run tactics 
  to separate them. If they feel bold 
  enough, they may attempt to abduct 
  a lone or sleeping individual, but are 
  more likely to provoke a chase by 
  stealing an individual’s valuables in 
  hopes of luring them to the hydra. It is 
  also possible to reason with caretakers, 
  especially since few of them desire the 
  role of Gormoth’s next meal. Follow-
  ing diplomatic exchanges, they explain 
  their position and attempt to sequester 
  the adventurer’s aid in ridding the 
  dungeon of the hydra and possibly 
  disposing of their leader so they can 
  claim leadership of their tribe. If made 
  friendly, they promise to reveal the lo-
  cation of hidden treasures as a reward.
  This section of dungeon surround-
  ing Gormoth’s lair is entirely cut off 
  from the remainder of the Dungeon 
  Under the Mountain. Its only en-
  trance is a descending flight of stairs 
  in a narrow corridor south of room 
  10. The kobold tribe populates the 
  surrounding corridors, with the bulk 
  of the tribe living in unmarked area 
  also south of room 10. To protect 
  their territory from intruders they 
  have ensnared most of the surround-
  ing corridors with razor-wire traps. 
  The kobolds also harvest Gormoth’s 
  dung as fertilizer for edible lichen and 
  mushrooms, which in turn attracts 
  the small animals they hunt for food. 
  Such patches can be found through 
  out the unmarked sections of the dun-
  geon, along with the remains of half 
  devoured rats, vicious razor wire traps, 
  and other evidence of kobold activities.  
  Statistics for doors and razor-wire 
  traps located in this area are provided 
  below, as are details of the tribe and 
  important members.
  There are two possible ways for 
  characters to enter room 9. The first 
  is the partitioned corridor to the west; 
  the second is the small door in the 
  southern alcove. The western corridor 
  is 15-feet wide, divided up the mid-
  dle by alternating 5-foot-square stone 
  columns. These columns provide po-
  tential hiding spots for kobolds as well 
  as coverage from the hydra’s breath 
  weapon. The corridor is over 50 feet 
  long, with the last 15ft section opening 
  to its full 15-foot width as it reaches 
  the main room The southern door 
  connects to a small, 5 foot wide pas-
  sage traveling south that connects an-
  other wider passage filled with doors 
  and alcove that runs west to east.
  Room Environment 
  Lighting: None (all occupants 
  rely on the use of their natural darkvi-
  sion)
  Scent:  A pungent and over-
  whelming scent of rotting dung.
  Sounds (prior to entering): 
  shuffling and scraping noises
  Walls and Ceiling:  The ceiling 
  is elevated 30 feet from the floor and 
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   9
   1st  level
  Gormoth the ever-hunGry
  
  appears to be limestone hewn from 
  the natural caverns into which the 
  dungeon was originally set. The walls 
  large symmetrically cut stone blocks 
  of an entirely different conglomerate 
  comprised of dark granular pebbles 
  flecked with mica. The eight pillars in 
  this room were also cut from the latter 
  material. The walls and pillars have 
  traces of long dead, small spidery vines 
  still clinging to them.
  Floor: Two noticeably different 
  types of flagstone divide the central 
  chamber. Earthy, clay-like flagstones 
  run the 15-foot-wide central section 
  of floor extending from the wide en-
  trance corridor between the pillars, bi-
  secting the main room. The remaining 
  floor is laid with the same material as 
  the walls and pillars. Within the main 
  chamber, several larges piles of dung 
  dot the floor, and large painted swaths 
  of it trail into the adjacent staircases.
  Room Description 
  for the Players 
  Even as you approach this darkened 
  chamber, you are overwhelmed by 
  the offensively pungent odor of rot-
  ting dung. The stonework here seems 
  different then the rest of the dungeon, 
  strangely out of place, as does the sym-
  metrically awkward structure of the 
  room. Pillars line the room, spaced 5-
  feet from the outer walls in 10-foot in-
  tervals. Unfortunately, your examina-
  tion of the room is cut quick by several 
  monstrous bellows and the pounding 
  of feet as a huge, multi-headed saurian 
  beast charges at you!
  Room Description 
  for the Referee
  The shape of the larger chamber is 
  odd, but symmetrical. Essentially, it is 
  comprised of several angular alcoves 
  built off a 25-ft by 40-ft central cham-
  ber. It starts where the 15ft-foot-wide 
  corridor opens into its western wall, 
  the flagstones here remain identical 
  to those of the corridor and continue 
  for a full 40 feet, flanked on either side 
  by pillars spaced 10 feet apart. At this 
  point, both walls taper in for 15 feet 
  to create a small 5-foot-square alcove. 
  A humanoid-shaped statue stands as 
  the tapered alcove’s centerpiece. Five 
  feet in from the corridor, just beyond 
  the pillars to the north and south, are 
  two identical 10-foot-wide stairwells, 
  rising up 10-feet from the room and 
  each leveling off to a small 5-foot by 
  10-foot landing. Five feet beyond each 
  stairwell, again marked by pillars, 
  two identical 5-foot-deep, 20-foot-
  long alcoves run the remainder of the 
  northern and southern walls. Both 
  alcoves are carved extensively with 
  runes, but fitted into the stonework of 
  the southern wall is a short, crude oak 
  door.
  The humanoid-shaped statue in 
  the far alcove is headless and damaged 
  badly. Its naked female torso bares a 
  thick layer of fur and it has cloven feet. 
  It appears to have had a tail, but it is 
  broken off. Its arms are outstretched 
  and the right hand is broken off. The 
  thumb of the left hand is also missing, 
  but in its open palm rests an apple. 
  Thin dead vines, like those found else 
  where in the room, creep across its 
  gray stone surface. A secret compart-
  ment hidden in its base holds two 
  divine scrolls.
  The entire room was once a 
  traveling fairy court; the statue was 
  that of the high fey judge. All the 
  runes in the room are in sylvan and 
  detail various trials, though the most 
  recent appears to have been over a 
  thousand years ago.
  Combat Tactics
  If the kobolds and the players are 
  at odds, they make multiple stealth 
  attacks, attempting as best they can to 
  lure players to a confrontation with 
  the hydra.  If they can, they try to lead 
  the players into the room from the 
  western corridor, using the alternating 
  stone blocks for cover and to make 
  sneak attacks.  After that, they hide 
  in the stairwells opposite the room, 
  and wait until the hydra attacks the 
  players before attacking from behind 
  with ranged weapons and spells. Badly 
  injured (those reduced to 25% of their 
  total hit points) attempt to flee, forcing 
  those remaining to make moral checks 
  to avoid routing. 
  The hydra immediately charges 
  intruders and attacking viciously with 
  all it heads. If using the cryohydra, it 
  begins combat with a breath attack 
  and continues to take advantage of it 
  every 1d4 rounds. The hydra isn’t very
  The hydra isn’t very 
  intelligent and during comb at it flails 
  indiscriminantly to dangers it causes to 
  surrounding structures.  Should Gor-
  moth charge into an area occupied by 
  a pillar, he smashes into it, knocking 
  it over causing damage to creatures in 
  adjacent squares. Hardenss and break 
  DCs as well as potential damage they 
  might cause are scaled and listed in the 
  Traps and Objects section. 
  Clumps of Hydra Dung: A 
  typical dung clump is 1-foot in diam-
  eter and about 3 to 6 inches thick.
  Characters moving through the 
  main room should have little problem 
  avoiding them, provided they are pay-
  ing attention to their footing. During 
  combat, if a character enters a space 
  with a dung clump, have him roll at 
  a Spot check –10 penalty. If he fails, 
  he doesn’t see the dung and steps in 
  it. Steping in hydra dung is an alarm-
  ing predicament, even to the most 
  seasoned veteran, and those unable 
  to make a Concentration check lose 
  a move-equivilant action, as they in-
  voluntarily react in disgust. The dung 
  is foul and anyone coming in direct 
  contact with it has a 10% chance of 
  contacting filth fever.
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   9
   1st  level
  Gormoth the ever-hunGry
  
  Roleplaying Tactics
  Before players reach Gormoth’s 
  lair they should have the opportunity 
  to acquire the aid, or at least a tempo-
  rary truce with the kobold caretakers 
  under the command of Htalcrik. He 
  and the rest of the caretakers have 
  been unsuccessful in finding food for 
  Gormoth and are slated to be sacri-
  ficed within the next few days. This 
  motivates him to find a more suitable 
  meal for the hydra, however he also 
  despises the current regime and if 
  made friendly, is more than willing to 
  lend a strong warrior his magic gaunt-
  lets if he thinks they can help him kill 
  the hydra and overthrow the tribe’s 
  current leader. The magic gauntlets 
  belonged to his great grandfather who 
  stashed them years ago before his 
  leadership of the tribe was usurped. 
  Because they are inscribed with hy-
  dras, Htalcrik has always believed that 
  if worn by a powerful warrior, they 
  could be used to defeat the beast. He 
  isn’t too far off in his assumption as 
  they provide the wearer the benefits of 
  the Improved Sunder feat. 
  Relevant Skill 
  Checks
  Traps, Mechanical 
  Devices, Doors, and 
  Objects Statblocks
  Treasures and XP
  [high]
  Bardic Knowledge DC 30: 
  The room’s structure reminds you 
  of tales of fairy courts that magically 
  transported nightly to different areas 
  throughout the land, and disappeared 
  at first light.
  Concentration DC 16: After 
  stepping in hydra dung to avoid the 
  loss of a move-equivalent action
  Search DC 18: reveals the hid-
  den compartment in the base of the 
  statue containing the scrolls.
  Spot DC 15: (-10 penalty if in 
  combat) to avoid stepping in hydra 
  dung
  Stonecunning DC 22: The 
  room appears as if displaced from an-
  other location. The construction bears 
  strong resemblance to fey architecture 
  and the design is typical of a structure 
  that wasn’t meant to have a roof.
  [high]
  Headless Statue: approx. thick-
  ness 1 ft (varies), harness 8, HP 75, 
  Break DC 24
  Invisible Razor-Wire across 
  Hallway: CR 5; mechanical; location 
  trigger; no reset; Atk +20 melee (6d6, 
  wire); multiple targets (first target in 
  each of two adjacent 5-ft. squares); 
  Search DC 30; Disable Device DC 25
  Strong Oak Door: thickness 2 
  in., hardness 5, HP 10, break DC 23.
  Slender Stone Pillar:  thick-
  ness 2 feet, AC 4 , Hardness 8, 250 
  hit points, Break DC 30, Climb DC25, 
  provides +2 cover and +1 Reflex save. 
  Special: If shattered by the hydra, 
  the pillar causes 9d6 damage from 
  falling stone (Reflex save for half) to 
  the first target in each of two adjacent 
  5-ft. squares.
  [high] 
  In the secret compartment beneath 
  the stature are two divine scrolls once 
  containing divination, discern lies, and 
  mass owl’s wisdom, the other scroll 
  contains break enchantment and word 
  of chaos.
  In one of the secret rooms to the 
  south, the kobolds have secreted away 
  many bits of treasure taken from those 
  unfortunates who have fallen to the 
  appetite of Gormoth. It contains a sack 
  with 350gp, 3 small pieces of obsidian
  50gp, 3 small pieces of obsidian 
  (15 gp each), a brownish green garnet 
  (80 gp), spool with 30 feet of invisible 
  razor-wire, a sword of berserking, a +1 
  large shield, and a medium-sized suit 
  of half-plate.
  The fiendish version of Gormoth 
  has fire resistance making it difficult 
  for opponents to prevent severed 
  heads from re-growing. While its CR 
  was determined using the SRD, the 
  unique nature of the hydra in tandem 
  with this template might be slightly 
  more difficult than the listed CR 15. 
  The DM might want to award players 
  that defeat the fiendish version an ad-
  ditional +10% XP  for the encounter if 
  it seems unusually challenging.
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   9
   1st  level
  Gormoth the ever-hunGry
  
  Monsters and 
  Villains Statblocks
  [high]
  A word about hydras
  Because the combat design of the 
  hydra is unique, the following addi-
  tional information has been included 
  from the SRD to help the DM adju-
  dicate combat. Apply this information  
  regardless of scaling. 
  Hydras can attack with all their 
  heads at no penalty, even if they move 
  or charge during the round.
  A hydra can be killed either by 
  severing all its heads or by slaying its 
  body. To sever a head, an opponent 
  must make a successful sunder attempt 
  with a slashing weapon. (The player 
  should declare where the attack is 
  aimed before making the attack roll.) 
  Making a sunder attempt provokes 
  an attack of opportunity unless the 
  foe has the Improved Sunder feat. An 
  opponent can strike at a hydra’s heads 
  from any position in which he could 
  strike at the hydra itself, because the 
  hydra’s head writhe and whip about 
  in combat. An opponent can ready an 
  action to attempt to sunder a hydra’s 
  head when the creature bites at him. 
  Each of a hydra’s heads has hit points 
  equal to the creature’s full normal 
  hit point total, divided by its original 
  number of heads. Losing a head deals 
  damage to the body equal to half the 
  head’s full normal hit points. A natu-
  ral reflex seals the neck shut to prevent 
  further blood loss. A hydra can no 
  longer attack with a severed head but 
  takes no other penalties.
  Each time a head is severed, two 
  new heads spring from the stump in 
  1d4 rounds. A hydra can never have 
  more than twice its original number 
  of heads at any one time, and any 
  extra heads it gains beyond its origi-
  nal number wither and die within a 
  day. To prevent a severed head from 
  growing back into two heads, at least 
  5 points of fire or acid damage must 
  be dealt to the stump (a touch attack 
  to hit) before the new heads appear. 
  A flaming weapon (or similar effect) 
  deals its energy damage to the stump 
  in the same blow in which a head is 
  severed. Fire or acid damage from an 
  area effect may burn multiple stumps 
  in addition to dealing damage to the 
  hydra’s body. A hydra does not die 
  from losing its heads until all its heads 
  have been cut off and the stumps 
  seared by fire or acid. 
  A hydra’s body can be slain just 
  like any other creature’s, but hydras 
  possess fast healing (see below) and 
  are difficult to defeat in this fashion. 
  Any attack that is not (or cannot be) 
  an attempt to sunder a head affects the 
  body.
  Targeted magical effects cannot 
  sever a hydra’s heads (and thus must 
  be directed at the body) unless they 
  deal slashing damage and could be 
  used to make sunder attempts.
  Charging towards you in bestial 
  fury is a titanic mass of whirling sauri-
  an heads with gaping maws, all jutting 
  from a single elephant-sized torso. Its 
  reptilian skin has an eerie purplish tint.
  Gormoth  
  CR 15
  Fiendish 12-headed Cryohydra
  NE huge magical beast (cold, extra-
  planar)
  Init +1; Senses darkvision 60 ft., low-
  light vision, scent; Listen +9, Spot 
  +10
  Languages none
  AC 22, touch 9, flat-footed 21
  hp 129 (12 HD); fast healing 22; DR 
  10/magic
  Immune cold 
  Resist fire 10; SR 17
  Fort +13 Ref +9 Will +6 
  Spd 20 ft., swim 20 ft.
  Melee 12 bites +17 (2d8+6) bites 
  treated as magical weapon for 
  purposes of overcoming damage 
  reduction
  Space 15 ft; Reach 10 ft
  Base Atk +12; Grp +26
  Atk Options Combat Reflexes (can use 
  all its heads for attacks of opportu-
  nity).
  Special Atk Smite Good (1/day +12 
  damage vs good opponent)
  Abilities Str 23, Dex 12, Con 20, Int 2, 
  Wis 10, Cha 9
  Feats Blind-Fight, Combat Reflexes, 
  Improved Natural Attack (bite), Iron 
  Will, Toughness, Weapon Focus 
  (bite)
  Skills Listen +9, Spot +10, Swim +14
  Possessions Inside the hydra’s stom-
  ach are a piece of rose quartz (25 
  gp), a blue sapphire (1,200gp), and 
  wand of mirror image (32 charges). 
  Fast Healing (Ex): Each round, a hydra 
  heals damage equal to 10 + the 
  number of its original heads.
  Smite Good (Su): Once per day the 
  creature can make a normal melee 
  attack to deal extra dam age equal 
  to its HD total (maximum of +20) 
  against a good foe.
  Jremil’s Tribe (EL 8)
  The small kobold tribe that inhab-
  its the dungeons surrounding room 9 
  is comprised ove 40 non-combatant 
  kobolds, 20 kobold warriors, Htalcrik, 
  and  Jremil the tribe’s shaman. leader.
  Kobold 
  CR 1/4
  Male Kobold Warrior 1
  LE Small humanoid (reptilian)
  Init +1; Senses  darkvision 60ft., light 
  sensitivity; Listen + 2, Spot +2
  Languages Draconic, Common
   AC 15, touch 12, flat-footed 14
  hp 4 (1HD)
  Fort +2 Ref +1  Will -1
  Spd 30ft.
  RULE
  THE
  DUNGEON!
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   9
   1st  level
  Gormoth the ever-hunGry
  
  Melee Spear +1  (1d6-1/x3)
  Ranged Sling +3 (1d3)
  Base Atk +1; Grp –4
  Abilities Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 8
  SQ light sensitivity
  Feats Alertness
  Skills Craft (trapmaking) +2, Hide +6, 
  Listen +2, Move Silently +2, Profes-
  sion (miner) +2, Search +2, Spot +2
  Possessions leather armor, spear
  Light Sensitivity (Ex): Kobolds are daz-
  zled in bright sunlight or within the 
  radius of a daylight spell.
  Tactics: The kobolds attempt to 
  fight from a distance. They wait for 
  opponents from the shadows or other 
  cover until they are close enough to 
  make ranged attacks. The next round, 
  they flee to new hiding positions 
  before they can be effectively coun-
  tered. They only attack close quarter if 
  they outnumber an opponent 3-to-1. 
  If cornered, they cower and beg for 
  mercy.
  Developments:  Ten of these 
  warriors have been assigned a care-
  takers of the Gormoth. Because of 
  this unfortunate circumstance, they 
  became closely aligned to Htalcrik. 
  These ten caretakers remain loyal to 
  him, should the players manage to 
  secure his aid.
  Htalcrik 
  CR 5
  Male Kobold Rogue 5
  LE Small humanoid (reptilian)
  Init +6; Senses  darkvision 60ft., light 
  sensitivity; Listen + 5, Spot +6, 
  Languages Draconic, Common
   AC 16, touch 12, flat-footed 16; Un-
  canny Dodge
  hp 19 (5HD)
  Resist evasion, trapsense +1
  Fort +1 Ref +6 Will -1
  Spd 30ft.
  Melee Shortsword +3  (1d4-1/x3)
  Ranged light crossbow +7 (1d6/19-
  20x2)
  Base Atk +3; Grp –4
  Atk Options sneak attack +3d6
  Abilities Str 9, Dex 15, Con 10, Int 10, 
  Wis 9, Cha 9
  SQ light sensitivity, trapfinding
  Feats Alertness, Improved Initiative
  Skills Balance +8, Craft (trapmaking) 
  +6, Climb +5, Disable Device +6, 
  Escape Artist +6, Hide +10, Listen 
  +7, Move Silently +6, Open Lock 
  +8, Profession (miner) +2, Search 
  +6, Slight of Hand +8, Spot +8, Use 
  Magic Device +6
  Possessions masterwork leather 
  armor, masterwork shortsword, 
  masterwork light crossbow, 10 cold 
  iron bolts, 4 silver bolts, 20 bolts, 
  masterwork thieves’ tools, potion of 
  neutralize poison
  Light Sensitivity (Ex): Kobolds are daz-
  zled in bright sunlight or within the 
  radius of a daylight spell.
  Tactics: Htalcrik watches players 
  for a while until he makes his move, 
  striking opponents who straggle off 
  or attempting to sneak up on and 
  abduct potential victims. If caught or 
  confronted by a more powerful foe, 
  he take the opportunity to explain this 
  situation them and attempts to secure 
  their favor diplomatically.
  Developments: If diplomatic 
  relations are struck, Htalcrik procures 
  his stashed gauntlets sundering, and 
  offer’s them to the party in exchange 
  for killing the hydra and helping him 
  usurp the leadership of his tribe. He 
  and his allies are prepared to guard 
  the party’s back against the stealth 
  attacks of their brethren in exchange 
  for the adventurer’s aid in killing 
  Gormoth.
  Jremil 
  CR 6
  Male Kobold Sorcerer 6
  LE Small humanoid (reptilian)
  Init +1; Senses  darkvision 60ft., light 
  sensitivity; Listen +2, Spot +4
  Languages Draconic, Common
   AC 13, touch 10, flat-footed 11
  hp 23 (6 HD)
  Fort +1 Ref +3  Will +4
  Spd 30ft.
  Melee dagger +3 (1d3-1/19-20x2)
  Ranged light crossbow +5 (1d6/19-
  20x2)
  Base Atk +3; Grp –2
  Combat Gear potion of cure moderate 
  wounds
  Sorcerer Spells Known (CL 6, + 3 me-
  lee touch, + 5 ranged touch)
  3rd (3/day)-stinking cloud (DC14)
  2nd (5/day)-summon swarm, hypnotic 
  pattern (DC 13)
  1st (6/day)-  grease, invisibility, ray of 
  enfeeblement (DC 12), shield 
  0   (6/day)- daze (DC 11), ghost sound, 
  mending, open/close, prestidigita-
  tion, read magic, resistance
  Abilities Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 14
  SQ light sensitivity, summon familiar
  Feats Alertness, Eschew Materials, 
  Toughness
  Skills Concentration +4, Craft (trap-
  making) +2, Hide +6, Knowledge 
  (arcana) +2, Listen +2, Move 
  Silently +3, Profession (miner) +2, 
  Search +2, Spot +4, Spellcraft +4
  Possessions masterwork dagger, light 
  crossbow, bag of tricks (rust), potion 
  of cure moderate wounds
  Light Sensitivity (Ex): Kobolds are daz-
  zled in bright sunlight or within the 
  radius of a daylight spell.
  Tactics: Avoids direct combat as 
  much as possible, instead he tries to 
  lure potential threats to Gormoth’s 
  chamber, ghost sound to entice 
  characters explore deeper. He uses 
  message to send commands to his 
  allies, so they know when the enemy 
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   9
   1st  level
  Gormoth the ever-hunGry
  
  New Objects, Spells, 
  and Magical Items
  Gauntlets of Sundering
  These fine metal gauntlets are 
  beautifully embossed with image of 
  a five-headed hydra. The body of the 
  beast is on the back of the hand, its 
  tail coils around the wrist, and each 
  of the creature’s heads extends down 
  a separate finger. Whoever wears the 
  gloves gains the ability to make sunder 
  attacks without provoking attacks of 
  opportunity as if he had the Improve 
  Sunder feat, even if he doesn’t meet 
  the Feat’s prerequisites. 
  Feint transmutation: CL 6th; Craft 
  Wondrous Item, bull’s strength; Price: 
  2,000 gp; Weight 2 lbs
  Designer’s Notes
  I’ve always had a soft spot for 
  hydras because rules wise, they are so 
  different from other monsters. 
  This one is in an odd location 
  allowing both characters and the 
  creatures to take advantage of the sur-
  rounding terrain. The addition of the 
  dung is simply because it has always 
  bothered me as a kid that in the mod-
  ules I bought  the bats could fill an 
  entire cave with guano, but the incred-
  ibly  huge and fearsome monsters left 
  no such traces.
  The kobolds were added to help 
  with the scaling issue and as a hook 
  to get characters to face the terrible 
  Gormoth. For lower level characters, 
  Htalcrik can offer players a warning 
  about the hydra, as well as offering 
  them the gauntlets of sundering- which 
  makes the encounter considerably 
  easier. For higher-level characters, 
  the kobolds become an added threat, 
  laying traps and sneak attacking the 
  characters once they are engaged with 
  the hydra. Increasing or decreasing the 
  number of kobolds easily scales the 
  encounter. 
  Author’s Bio
  This is Tim’s fourth piece for 0one 
  games, and he has ultimately run out 
  of witty things to say about himself.
  is approaching. If he can get behind 
  a party, he uses stinking cloud or 
  summons swarm spells to force them 
  towards the beast. Before combat, he 
  casts shield and resistance upon him-
  self and uses ranged weapons and his 
  ray of enfeeblement while maintaining 
  his distance. If he can get opponents 
  near Gormoth, he targets them with a 
  grease spell followed by daze or hyp-
  notic pattern hoping to give the hydra 
  the upper hand before he flees to the 
  security of his tribesmen. 
  Developments: Jremil is 
  unaware that Htalcrik and the other 
  caretakers are willing to side with 
  adventurers against the Gormoth. 
  Should word of such a pact reach 
  him, he and his remaining loyal 
  tribesman block escape routes, set up 
  razor wire traps, and waits patiently 
  until everything dies down.  If  play-
  ers suffer defeath or attempt to flee 
  from Gormoth, he deems them weak 
  and ambushes them. If the adventur-
  ers defeat Gormoth, he praises them 
  very publicly, thanking them for their 
  services and sucks up to heir sense of 
  pride. He makes a big show of Htal-
  crik’s heroism, but plans to have the 
  upstart killed once the PCs leave. 
  Weasel Familiar 
  CR-
  N Tiny magical beast (augmented 
  animal)
  Init +2; Senses low-light vision, scent; 
  Listen +3, Spot +5
  Languages empathic link, speak with 
  master
   AC 19, touch 15, flat-footed 15
  hp 10(6 HD)
  Resist Improved evasion
  Fort +2 Ref  +4 Will +6
  Spd 30ft.
  Melee bite +4 (1d3-4)
  Space 2 1/2 ft; Reach 0 ft
  Base Atk +0; Grp –12
  Atk Options  deliver touch spells 
  Special Atk  attach
  Abilities Str 3, Dex 15, Con 10, Int 7, 
  Wis 12, Cha 5
  Feats Weapon Finesse
  Skills Balance +10, Concentration +4, 
  Climb +10, Hide +11, Listen +3, 
  Move Silently +8, Search +2, Spot 
  +5, Spellcraft +4
  Attach (Ex): If a weasel hits with a bite 
  attack, it uses its powerful jaws to 
  latch onto the opponent’s body and 
  automatically deals bite damage 
  each round it remains attached. An 
  attached weasel loses its Dexterity 
  bonus to Armor Class and has an 
  AC of 12. An attached weasel can be 
  struck with a weapon or grappled 
  itself. To remove an attached weasel 
  through grappling, the opponent 
  must achieve a pin against the 
  creature.
  
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  room   9
   1st  level
  Gormoth the ever-hunGry
  0
  Personal Notes
  Write here your personal notes
  RULE
  THE
  DUNGEON!
  
  Dung
  Statue
  UNDER
  MOUNTAIN
  THE DUNGEON
  THE
  GORMOTH THE EVER-HUNGRY (DM REFERENCE)
  room   9
   1st  level
  one square = 5 ft.
  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
  Gormoth the Ever-Hungry (battlemap 1 of 2)
  
  © 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
  Gormoth the Ever-Hungry (battlemap 2 of 2)
  
  RULE THE DUNGEON© Feature
  complete customization of maps and encounters!
  WE ARE
  STOCKING
  THE DUNGEON!
  the first d20 pdf publisher of the world
  www.Øonegames.com
  
SOURCE: textdata/thevault/D20 system/The Dungeon Under the Mountain (d20)/The Dungeon Under the Mountain Rooms & Encounters - Gormoth the Ever-Hungry.pdf