TEXT: SHL9-01
  Wars of Glory, Wars of 
  Blood
  A One-Round D&D LICH GREYHAWK® 
  Shield Lands Regional Adventure
  Version 3.5
  Round 1
  by Joshua B. Grace
  With help from a host of strange allies, the Shield Lands achieved a tremendous victory over the forces of 
  Old Wicked with the reclamation of Law's Forge. But for all of those alliances there are debts to be repaid. 
  As winter demands the Lords shore up the nation's reclaimed borders, the first creditor comes calling. A 
  one-round Shield Lands adventure for APLs 12 to 20 and Part One of the Halzephon Prophecy. This 
  adventure contains untiered encounters.
  SHL9-01 Wars of Glory, Wars of Blood
  
  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 Wizards of the Coast. To learn 
  more  about  the  Open  Gaming  License  and  the  d20 
  SYSTEM license, please visit www.wizards.com/d20
  DUNGEONS  &  DRAGONS,  D&D,  GREYHAWK, 
  Player’s  Handbook,  Dungeon  Master’s  Guide,  and 
  Monster  Manual  are  trademarks  of  Wizards  of  the 
  Coast, Inc, in the US and other countries. This material 
  is  protected  under  the  copyright  laws  of  the  United 
  States of America. This product is a work of fiction. Any 
  similarity  to  actual  people,  organizations,  places,  or 
  events is purely coincidental.
  For questions specific to this document and the 
  Shield  Lands  and  for  LICH GREYHAWK campaign 
  questions
   
  please
   
  go
   
  to 
  http://www.warhorn.net/LichG35/
  PLAYERS READ NO 
  FARTHER
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun.
  PREPARING FOR PLAY
  To get the most out of this adventure, you need 
  copies  of  the  following  D&D  books:  Player’s 
  Handbook,  Dungeon  Master’s  Guide,  and  the 
  Monster Manual. 
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important  information  for  you,  including  special 
  instruction on running the adventure. Information 
  on  nonplayer  characters  (NPCs)  and  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. 
  Along with this adventure you’ll find a RPGA 
  Table  Tracking  sheet.  If  you’re  playing  this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR). 
  LICH GREYHAWK LEVELS 
  OF PLAY
  Because players bring their own characters to LICH 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to  the modified average  character 
  level of the PCs participating in the adventure. To 
  determine this modified Average Party Level (APL) 
  follow the steps below:
  1.
  Determine the character level for each of the 
  PCs participating in the adventure.
  2.
  If PCs bring animals that have been trained for 
  combat  (most  likely  dogs  trained  for  war), 
  other  than 
  those 
  brought  by 
  virtue  of  a 
  class  ability 
  (such
   
  as 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts)  or 
  the warhorse 
  of
   
  a 
  character 
  with
   
  the 
  Mounted 
  Combat feat, 
  use
   
  the 
  sidebar 
  chart to determine the number of levels you 
  add  to  the  sum  of  step  one.  Add  each 
  character’s  animals  separately. Animals  with 
  different CRs are determined separately using 
  the chart; then, take the highest CR animal (or 
  animals),  and  add  2  (drop  fractions).  This 
  result  is  the  effective  character  level  for  a 
  mixed-CR group of animals. A single PC may 
  only bring four or fewer animals of this type. 
  3.
  Sum the results of step 1 and 2, and divide by 
  the  number  of  characters  playing  in  the 
  adventure.  Round  up  to  the  nearest  whole 
  number.
  4.
  If you are running a table of six PCs, add one 
  to that average.
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered  increments.  If  the  APL  of  your 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 1
  CR
  1
  2
  3
  4
  1/4  and 
  1/6
  0
  0
  0
  1
  1/3  and 
  1/2 
  0
  0
  1
  1
  1
  1
  1
  2
  3
  2
  2
  3
  4
  5
  3
  3
  5
  6
  7
  4
  4
  6
  7
  8
  5
  5
  7
  8
  9
  6
  6
  8
  9
  10
  7
  7
  9
  10
  11
  
  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 can 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 receives 
  only one-half of the experience points and gold for 
  the adventure. 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.
  Furthermore, a PC who is four or more levels 
  higher  than  the  highest  APL  supported  by  the 
  adventure may not play the adventure.
  LICH GREYHAWK adventures  are  designed  for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge  of  an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1.
  Enlist a sixth player.
  2.
  Advise characters  to buy riding dogs to 
  help protect them, and fight for them.
  TIME UNITS AND UPKEEP
  This is a standard one-round regional adventure, 
  set in the Shield Lands.  Characters native to the 
  Shield Lands 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  that  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.
  Adventure Background
  Iuz has suffered a major setback. His grandiose 
  bid  for  power  was  thwarted  by  a  handful  of 
  archmages and the workings of adventurers. And 
  in the Shield Lands his minions retreat from the 
  onslaught  the  hero-god  Stratis  brings  to  the 
  battlefront.  Slowly,  the  borders  of  the  Holy 
  Restored Realm of the Faithful of the Shield Lands 
  inch outward, and the nation's spirits are at their 
  highest point in years.
  However,  all  these  small  victories  the  Shield 
  Landers have earned have come through alliances 
  they made  with  outside  forces,  many of  whom 
  have agendas of their own. Now the nation's cities 
  constantly  host  outlanders.  While  most  Shield 
  Landers welcome the outsiders for their role in the 
  war,  many  resent  their  presence,  and  secret 
  groups form and secret conspiracies.
  The resurrection of the dead and forgotten god, 
  Stratis,  was  arguably  the  most  surprising  and 
  impactful  of  the  events  of  CY  598,  and  his 
  appearance  has  created  a  loyal  following—and 
  deep divisions within the nation. Holding military 
  order above all, Stratis pushes the battle to Iuz's 
  minions, continually winning followers inspired by 
  his feats. Among the most devote of his faithful are 
  the former Black Shields recruited by Simen Sharn 
  from  the  North  Kingdom  to  help  retake  Law's 
  Forge. Now calling themselves, the Ebon Guard, 
  they prove themselves in each battle, constantly 
  taking the front lines in skirmishes and fighting with 
  discipline  and  valor.  Some  Shield  Landers 
  remember the rumors that the Black Shield were 
  Hextorites and hold their former faith against them, 
  but  more  recognize  the  Ebon  Guard  as  a  key 
  military strength in the nation's ongoing efforts to 
  reclaim its lands from the forces of Old Wicked.
  Adventure Summary
  The PCs begin the adventure in one of Critwall's 
  new taverns, the Lost Elf. Why the adventurers 
  have traveled to Critwall, entered the Lost Elf, or 
  gathered together as a group is up to the players 
  to  decide.  They  have  a  chance  to  overhear 
  rumors,  Gather  Information,  and  learn  about 
  recent events in the Shield Lands.
  In Encounter One, the tavern falls silent as a half-
  dozen Hextorites suddenly teleport into the middle 
  of  the commons  area, very near the PCs.  The 
  Hextorites explain they have come at the invitation 
  of several members of the Council of Lords, and 
  the PCs should end up going to the meeting with 
  them.
  SHL9-01 Wars of Glory, Wars of Blood
  Page 2
  
  Encounter Two relates the events of the Council 
  meeting  as  the  North  Kingdom  representatives 
  negotiate a deal after their Black Shields failed to 
  return from the siege and defense of Law's Forge. 
  The PCs may participate in the negotiations as the 
  North  Kingdom  representatives  and the  Council 
  members negotiate the release of the Ebon Guard 
  from  the  North  Kingdom  military  after  they 
  participate in one final military action for their home 
  country.  Arrangements  are  made  for  the  Ebon 
  Glaive to enter a  gate to the lower planes where 
  they are to free a prisoner of the Blood War.
  In Encounter Three, the party accompanies Lord 
  Torkeep and the Ebon Guard to the Blood War 
  and march toward the fortress where demons hold 
  prisoner  an  informant  the  infernal  forces  wish 
  brought back to them.
  In Encounter Four, the demonic vanguard assaults 
  the infernal army's front ranks, including the PCs.
  Encounter Five begins a “countdown” as the PCs 
  must  help  the  Ebon  Guard  survive  and  free  a 
  prisoner—even as the demonic forces assault the 
  group,  killing  one  Ebon  Guard  per  round. 
  Meanwhile, the party has to make a decision when 
  Lord Torkeep and the Ebon Guard are threatened 
  simultaneously  in  two  separate  locations.  The 
  party must choose to assist one or the other—or 
  split their forces to assist both.
  In Encounter Six, the party reaches the fortress 
  and easily dispatches  the  guards  at  the  doors. 
  Within the fortress, they are confronted by Baron 
  Harkan Bloodletter, the demonic warlord who runs 
  the fortress. The Ebon Guard step forward to delay 
  him as the PCs go to rescue the prisoner. Here, 
  the  “countdown”  timer  accelerates  as  Baron 
  Harkan  Bloodletter  annihilates  two  Ebon 
  Guardsmen per round.
  Encounter  Seven  pits  the  PCs  against  the 
  dungeon  guards.  When  the  PCs  defeat  the 
  guards, they can free the prisoner and open a gate 
  that allows them, plus any surviving Ebon Guards 
  and Lord Torkeep, to return to the material plane.
  The adventure reaches its Conclusion, where the 
  PCs  may  learn  further  repercussions  of  their 
  actions,  depending  on  how  they  leave  Baron 
  Harkan Bloodletter's fortress. Lord Torkeep thanks 
  the party for its efforts, and.......
  Preparation for Play
  This module not only provides a heroic adventure 
  for the PCs to undertake, but it sets the stage for 
  the future of the Shield Lands. The DM should take 
  every opportunity to illustrate the changing shape 
  of the region.
  •
  High Level Play
  Additionally, this adventure is intended as a high-
  level  adventure  in  which  PCs  are  shown 
  tremendous respect for their power and history. 
  The higher the APL—and the more connection the 
  PC has to the region—the more the PC should be 
  asked  for  advice,  pointed  out  in  crowds,  and 
  treated like a celebrity. Please avoid treating PCs 
  like stooges to complete various tasks. The PCs 
  should be encouraged to act  how they think  is 
  best, and the DM should try to create the illusion 
  that what moves the adventure forward is what 
  best for the characters—by their own choice.
  •
  Untiered Encounters
  This  adventure  contains  a  number  of  untiered 
  encounters that allow PCs the freedom of entering 
  into  combat  with  forces  potentially  far  stronger 
  than them. The danger inherent in this situation is 
  that the players will get their characters foolishly 
  and  needlessly  killed  in  combats  they  can’t 
  possibly hope to win; the intended advantage in 
  this situation is that the players will get a greater 
  sense of the Blood War and the feeling that their 
  characters are forcing changes in the Shield Lands
  —and the lower planes. The DM’s primary tool to 
  help successfully guide players into challenging but 
  survivable encounters is a strong sense of story; 
  while the DM is encouraged to allow players the 
  freedom to do as they wish and to explore beyond 
  the linear restraints of most other adventures, he 
  or she is also encouraged to use a heavy brush to 
  paint a picture of the small band of adventurers in 
  the middle of a bloody and lethal conflict they can 
  not resolve in a short series of fights.
  Introduction
  Read or paraphrase the following text. Then allow 
  the  players  a  chance  to  explain  how  their 
  characters might have arrived at the Lost Elf and 
  to introduce each other:
  It  is  a  good  evening  to  rest  inside  a  warm 
  tavern while laughter fills the air, along with 
  the warmth from a crackling fire. Outside, a 
  howling wind drives sleet and freezing rain all 
  through the streets of Critwall. And you were 
  by no means alone in your decision to enter 
  the  Lost  Elf,  one  of  several  taverns  hastily 
  opened after the reclamation of Law's Forge, a 
  pivotal victory in the War of Reclamation, and 
  one  upon  which  followed  an  influx  of 
  foreigners.  Some  have  come  to  Critwall  to 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 3
  
  pass their time while they await reimbursement 
  for their part in the siege or defense of the 
  keep. Others seek to establish new diplomatic 
  ties as the Shield Lands slowly broadens her 
  borders—and her fertile farm lands. Still others 
  flock like gulls to the promise of trade. War 
  means business. Business means profit. And 
  there  are  many  who  speak  in  the  rushed, 
  urgent  manner  of  Dyversian  merchants. 
  Finally,  there  are  adventurers—sages, 
  sellswords, and soldiers—all seeking to sate 
  their
   
  thirsts
   
  between
   
  life-threatening 
  escapades.
  Allow the PCs to introduce themselves. Depending 
  on  their  interests,  they may regale  a  crowd  of 
  commoners  with  their  tales,  bend the  ear  of  a 
  knight  with  their  opinions  of  the  recent  turn  of 
  events, conduct a little shady business while no 
  one is watching, or in other ways make themselves 
  important.
  After a couple minutes, move into disseminating 
  rumors and information. If the PCs don't initiate the 
  information  exchange  on  their  own,  read  or 
  paraphrase the following text:
  A cold draft cuts through the room as the door 
  swings  open  and  a  boisterous  group  of 
  soldiers, scribes and bureaucrats steps  into 
  the Lost Elf, excitedly exchanging the rumors 
  they've overheard.
  PCs  overhear the following rumors  as  the new 
  patrons enter the tavern:
  •
  Isn't Father Winter just a different name 
  for the Reaper? And if it is, why aren't the 
  Council of Lords doing something about 
  those  people  preaching  about  Father 
  Winter to the farmers?
  •
  I heard there were a bunch of cattle eaten, 
  well, more like mutilated, on the farms in 
  the lands we just reclaimed.
  •
  I wonder how long it will be before that 
  new god, Stratis, will do something about 
  it. Do you think he will? It seems like only 
  the soldiers and the old inquisitors really 
  like Stratis. Them and the farmers in the 
  lands the Army has opened up.
  •
  Ever since Law's Forge and his conversion 
  to Stratis, Lord Torkeep has been really 
  active on the war front. He's been riding 
  with that new group, the Ebon Guard.
  •
  Now, I'm not sure about my source on this 
  one, but my cousin says he overheard that 
  Knight  Commander  Lady  Katarina  has 
  been acting funny. She's had her hair up, 
  all fancy like, and the rumor is that she's 
  taken  fancy  on  someone.  But  no  one 
  knows what men she's been seeing.
  Gather Information
  PCs may attempt to pursue more information.
  •
  DC 10. The time is coming to kick those 
  Dyvers  people out  of  the  Shield Lands. 
  They keep coming in thicker, and I don't 
  trust any of them. Look at Amundfort! It's 
  like a warehouse these days... And all of 
  them talk  funny, too. I mean, what's an 
  RFP? And ROI and KPI? They just use 
  letters, not real words.
  •
  DC 15. I heard that the nursemaid for Lord 
  Sharn  was  a  monster,  and  that  she 
  poisoned him—and that's why he died. But 
  then a bunch of adventurers chased her 
  down. And they had to go to hell to destroy 
  her. And then they stayed there, and no 
  one's seen them since.
  •
  DC 15. I don't know how much I trust that 
  Ebon Guard. Lord Torkeep might put a lot 
  of faith in them, but didn't they all come 
  from the North Kingdom? I thought they 
  used to be a bunch of mercenaries who 
  called themselves the Black Shields. And 
  rumor  had  it  they  all  worshipped  the 
  Scourge of Battle. Though I guess no one 
  really saw them make prayers or anything. 
  Kind of makes you wonder what Stratis is 
  about, doesn't it, if they all worship Stratis 
  now?
  •
  DC  20.  Those  damned  elves  left  the 
  defense  of  Law's  Forge  just  as  things 
  we're getting to their worst. They showed 
  up  to  help  capture  it,  but  when  Lord 
  Bladehone and Lord Torkeep wanted their 
  help, they left the lords high and dry. But I 
  think Lord Lavan left Law's Forge, too. Do 
  you think it's a conspiracy?
  •
  DC 20. I hear there's a legal pirate on the 
  Nyr Dyv. The Council of Lords gave one of 
  the pirates the legal license to loot ships. 
  What are we supposed to do? Although, 
  there's  another rumor that his ship's so 
  slow, you could just blow past it by hauling 
  oars, and that he's nuts. He just wears a 
  loincloth everywhere.
  •
  DC 25. A bunch of dwarves from Law's 
  Forge were passing through the other day, 
  and they were all quiet about stuff. I didn't 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 4
  
  get  why  at  first,  but  then  I  heard  Lord 
  Bladehone  sent  out  a  secret  marriage 
  proposal.
  •
  DC  25. No  one really knows  why Lady 
  Alyssa made a recent trip to Furyondy.
  •
  DC 30. There are a number of soldiers in 
  the Standing Army who saw some pretty 
  heavy  stuff  when  they  were  at  Law's 
  Forge.  We're  talking  serious  archmage-
  type magic and skies of fire stuff, here. 
  And they said some of the most powerful 
  of Old Wicked's generals  got away and 
  might  even  be  hiding  in  Critwall—or 
  anywhere. It's a scary, scary world.
  Encounter One: There Goes 
  the Neighborhood
  Check  to see if any of  the characters  have an 
  active  anticipate teleportation spell, then read or 
  paraphrase the following text:
  Suddenly the crowd falls silent as four large 
  men step out of nowhere, all regally dressed in 
  fine  white  and  black  garments—all  proudly 
  emblazoned with the unmistakable symbol of a 
  gauntleted fist clutching six arrow.
  Several  soldiers  stand  from  their  seats, 
  knocking them over and spilling tankards of 
  mead, but even before they manage to clench 
  their fists, one of the newcomers utters a word 
  of  power.  “HALT!”  And  the  soldiers  simply 
  cease moving.  The  tall,  broad-shoulder  man 
  has his head wholly shaven but for a coarse 
  black beard, and after he speaks he glances 
  about, then nods to the gnome working the 
  bar.  “Where  is  the  Council  of  Lords?”  he 
  demands. “We are expected.”
  A Knowledge (religion) check (DC 10) recognizes 
  the holy symbol as that of Hextor.
  A Spellcraft check (DC 20) identifies the  greater 
  command spell.
  Players who try to Sense Motive fail to discern any 
  lies. A Sense Motive check (DC 20) also notices a 
  certain amount of surprise and irritation among the 
  Hextorites.
  All APLs
  Alcor  Lodmuller,  male  high  inquisitor  of 
  Hextor: hp  325,  Bluff  +31,  Diplomacy  +31, 
  Knowledge (nobility) +13, Sense Motive +23, Spot 
  +48 (+52 against Disguise)
  Devaern Whitesmith, male wayfarer, Wizard 
  15: hp 90, Knowledge (all) +15, Spellcraft +28
  Lorn  and  Dunnith,  male  bodyguards, 
  Fighter 12: hp 132 each, Intimidate +15, Listen 
  +5, Spot +5
  The  Hextorites  have  come  from  the  North 
  Kingdom in order to negotiate the return of the 
  Black Shields they contracted to the reclamation of 
  Law's Forge. Now that task is complete, the North 
  Kingdom  have  declared  the  Black  Shields  who 
  failed to return to be absent without leave.
  They ended up in the Lost Elf because they had 
  mistakenly presumed  that  the  Council  of  Lords 
  would be the “site of the greatest concentration of 
  power in the Shield Lands,” whereas, in fact, it was 
  the  Lost  Elf  where  dozens  of  adventurers  had 
  assembled.
  The  North  Kingdom  emissaries  simply  seek 
  directions to the Council of Lords and then aim to 
  depart peacefully. No matter what actions others 
  take against them, they refuse to use lethal force, 
  though they're not above subduing anyone unruly.
  If  the party doesn't offer directions, then others 
  among  the  Lost  Elf's  patrons  will.  If  the  party 
  doesn't  decide  for  themselves  to  accompany a 
  powerful entourage of Hextorites to the Council of 
  Lords, then others will recommend that someone 
  do so. Especially if the party has accumulated a 
  hefty tab, the barkeep, a gnome, offers to waive 
  the  party's  tab  if  they'll  keep  an  eye  on  the 
  Hextorites.
  If  the  party  still  chooses  not  to  follow  the 
  Hextorites, the DM can skip Encounter Two and 
  draw  the  party  back  into  the  adventure  by 
  modifying  Encounter  Three  and  having  Lord 
  Torkeep travel to the Lost Elf to request additional 
  escorts for an important mission.
  Encounter Two: A Deal for 
  the Devils
  In  this  encounter,  the  party  learns  of  the  deal 
  Torkeep and the other Lords make with the North 
  Kingdom emissaries to secure the release of the 
  Ebon  Guard  from  future  service  to  the  North 
  Kindgoms. The party is able to influence the terms 
  of the deal, which may have further repercussions 
  later in the adventure and in future events in the 
  region.
  Encounter Background
  The Ebon Guard were formerly the Black Shields, 
  an elite Hextorite mercenary unit from the North 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 5
  
  Kingdom. They were contracted to serve at the 
  reclamation of Law's Forge by Lord Simen Sharn, 
  who had paid half the money up front. Lord Sharn 
  was  unable  to  pay  the  second  half  of  the 
  mercenary fee after the reclamation because he 
  died—and his body became that of the resurrected 
  hero god, Stratis. Many of the Black Shields were 
  inspired by the emergence of Stratis—especially 
  those who favored the Law and War aspects of 
  Hextor's  portfolio, more than the Tyranny. They 
  converted to Stratis and became the Ebon Guard.
  The North Kingdom emissaries have come to take 
  the payment the Shield Lands owes their nation, 
  as well as the men who have deserted them—for 
  punishment  and  reinstatement  in  the  North 
  Kingdom.  However,  they  have  learned  that  the 
  Shield Landers have grown to appreciate the Ebon 
  Guard's efforts and might wish to bargain for their 
  release. To that end, the Hextorites seek to play 
  the Black Shield members' punishment against a 
  greater  goal—one  that  would  ultimately weaken 
  the faith and powers of the lesser brother, Stratis.
  Negotiations
  Read or paraphrase the following text:
  All  throughout  the  Council  halls,  guards 
  quickly leap to their feet and take arms as the 
  Hextorites  walk  forward.  At  every  such 
  instance, the Hextorites stop and raise their 
  empty  hands  in  peace,  but  still  the  guards 
  don't stand down until your group reassures 
  them that you won't let the Hextorites out of 
  sight. The guards seem to take heart in the 
  assurances of such powerful adventurers as 
  yourselves.
  At length, you reach the fine oak doors of the 
  Council's main chamber, and a page nods at 
  the  Hextorites. “You are expected,”  he  says 
  and opens the doors.
  Inside the chamber, half a dozen of the Council 
  Lords sit facing the entry. Lady Katarina and 
  Lord  Torkeep are seated prominently  at the 
  center of the group, flanked on either side by 
  Lords Travail, Alyssa, Bladehone, and young 
  Ehren Danjor.
  The  tension  in  Knight  Commander  Lady 
  Katarina Walworth's voice is a razor. “Speak 
  your peace, emissaries, so that we may come 
  to  terms  and  be  rid  of  you  as  quickly  as 
  possible.”
  The  large,  bald  priest  bows  deeply  in  his 
  flowing  white  robes.  His  voice  is  gravel  on 
  stone.  “Of  course,  Lady.  My  name  is  Alcor 
  Lodmuller. I represent the North Kingdom in 
  this  matter.  We  only  come  to  discuss  the 
  payment that is owed our nation. And the men
  —the traitors—who deserve punishment at our 
  hands.”
  Lord Torkeep frowns openly at the mention of 
  punishment, but he defers to the Lady as she 
  begins to negotiate the payment and terms. 
  “We will certainly pay you the funds you are 
  due,  Master  Lodmuller,  but  the  men  have 
  served us well and wish to remain in our lands. 
  We  will  not  send  them  with  you  to  be 
  punished. So... name your terms, and we will 
  see if we can come to some  agreement for 
  their release.”
  Almost  immediately,  Alcor  Lodmuller  smiles 
  and pulls a scrolled parchment from a tube at 
  his belt. “Of course, Lady. The terms. May I?”
  Lady Katarina motions for him to approach, 
  and he hands the Council Lords the scroll of 
  parchment. They read carefully for ten minutes
  —as  Lord  Travail  seems  to  make  several 
  comments—and  the  shadows  seem  to  fall 
  more deeply across their faces as they move 
  through the text.
  Finally, Lady Katarina sets down the paper and 
  speaks. “You want the Ebon Guard to travel to 
  the  Gray  Waste  of  Hades  and  rescue  some 
  informant from the Blood War for a bunch of 
  devils? And then you say, if they complete this 
  task, they will be released to us?”
  Alcor  grins  wryly,  but  his  voice  bears  no 
  intonation. “Precisely.”
  “And you, adventurers?” asks Lady Katarina, 
  clearly  displeased  by  Alcor's  suggestion. 
  “What do you think?”
  The  PCs  should  be  free  to  respond  to  this 
  information however they see fit. Some may allow 
  the Lords to negotiate terms with the Hextorites. 
  Others  may  want  to  participate.  They  may 
  contribute
   
  with
   
  appropriate
   
  skills—Bluff, 
  Diplomacy,  Knowledge  (history),  Knowledge 
  (planes), Profession (barrister), Sense Motive, etc. 
  Or  they  may  use  spells  and  magic—as  the 
  Hextorites will be able to Spellcraft any spell the 
  PCs cast and will submit themselves peacefully to 
  any non-aggressive magic.
  Unless the PCs modify the terms, the Council of 
  Lords agrees to the North Kingdom's emissary's 
  demands and agree to pay 100,000 gold and to 
  send all 20 members of the Ebon Guard to Hades. 
  Furthermore,  Lord  Torkeep  negotiates  to 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 6
  
  accompany  his  Ebon  Guard  to  help  safeguard 
  them  through  what  he  sees,  otherwise,  as  a 
  suicide  mission.  He  requests  and  is  granted 
  permission,  also,  to  recruit  additional help.  The 
  Hextorites arrange to cast a  gate  spell and offer 
  Lord  Torkeep  a  wondrous  item  that,  once 
  activated,  will  consume  itself  to  dismiss  any 
  dimensional wardings and create a  gate  through 
  which the Ebon Guard can return to the prime 
  material.
  PCs may use Bluff opposed by Alcor Lodmuller's 
  Sense Motive.
  PCs  may  use  Diplomacy  opposed  by  Alcor 
  Lodmuller's Diplomacy. The DM should assign a 
  +2 circumstance bonus to the PC's roll for each 
  major,  relevant  piece  of  information  they  can 
  supply (e.g. if they somehow determine that the 
  Hextorites  are  more  concerned  with  weakening 
  Stratis than actually assisting the devilish army). 
  NOTE:  PCs may not assist the primary speaker 
  unless  they  participate  in  roleplay  and  offer 
  supplemental  arguments,  rather  than  simply 
  reiterating the primary speaker's case.
  A DC 10 Knowledge (history) check identifies the 
  North Kingdom as a LE nation, ruled by a cleric of 
  Hextor, His Righteous and Transcendent Majesty, 
  the Overking of Northern Aerdy, Grenell I, Grand 
  Prince of House Naelax. He is reputed to be an 
  utterly ruthless and cold-blooded monarch.
  A  DC  20  Knowledge  (planes)  check  identifies 
  Hades as the central battleground of the Blood 
  War.  It  is  strongly  evil-aligned,  so  non-evil 
  characters  take  a  -2  penalty  to  all  Charisma, 
  Intelligence,  and  Wisdom  checks.  The  plane 
  slowly drains the spirit out of all who visit it, so that 
  eventually all are entrapped by their apathy. The 
  planes petitioners are so worn by the plane, that 
  they appear as  grayish  ghosts,  unable even to 
  speak. Other spirits arrive on the plane as larvae 
  and become the currency of the Lower Planes, 
  especially  among  liches,  night  hags,  demons, 
  devils and yugoloths.
  A DC 15 Profession (barrister) check (trained only) 
  successfully  identifies  that  the  terms  of  the 
  contract, as expressed, are far too vague for such 
  high stakes and need further clarification.
  A  DC  20  Sense  Motive  check  recognizes  the 
  Hextorites  seem  anxious  for  Lord  Torkeep's 
  response.
  A DC 25 Sense Motive check further recognizes 
  the Hextorites spoke quickly to agree to the terms 
  as Lady Katarina addressed them—too quickly, as 
  if the Lady was passing over a loophole.
  PCs may attempt similar checks, and the DM is 
  encouraged to present information as appropriate.
  The PCs may modify the terms in any number of 
  ways—within reason. The DM is expected to be 
  fair  to  the  interests  of  the  Hextorites  and their 
  position of power as the wronged party. However, 
  the PCs may manage to reduce the payment by as 
  much  as  20,000  gold;  they  may  request  the 
  Hextorites further define and clarify the success of 
  the mission so it is more definitely achievable; they 
  may win permission to accompany Lord Torkeep 
  and the Ebon Guard to safeguard them in their 
  mission and help complete it; they may win the 
  guaranteed cooperation of the devilish army (which 
  impacts Encounter Five); they may arrange for a 
  guarantee of safety once they return to the prime 
  material; they may arrange for more preparation 
  time; they may ask how long they'll be in Hades 
  before they're expected to recover the prisoner; 
  and so forth.
  Once  the  negotiations  are  complete,  read  or 
  paraphrase the following text:
  At last the negotiations come to a close. The 
  torches  lighting  the  chamber  have  burned 
  nearly to their ends, and the exhaustion of the 
  meeting plays across the faces of the Lords 
  and North Kingdom emissaries alike.
  Lady Katarina speaks. “You will be given safe 
  lodging for the night.”
  “Thank  you,  Lady,”  says  Alcor.  “We  look 
  forward to the assistance of the Ebon Guard... 
  and that of the renowned Lord Torkeep. We 
  will  be  ready  to  transport  everyone  at  the 
  appointed time.”
  If the PCs haven't already arranged to accompany 
  Lord  Torkeep  and  the  Ebon  Guard,  read  the 
  following text:
  As soon as the North Kingdom dignitaries are 
  led out of the chamber and the solid oak doors 
  drawn, Lord Torkeep turns to you. “I request 
  your  assistance.  Come  with  me  and  help 
  safeguard my men. They're good men, but this 
  task may be above them. I would prefer the 
  word of this mission does not spread beyond 
  this room, so I ask you to aid me.”
  If  the  PCs  choose  to  deny  Lord  Torkeep  his 
  request, he repeats his request, insisting upon its 
  importance.  If  any PCs  continue  to  refuse,  the 
  adventure ends for them.
  Treasure:
  SHL9-01 Wars of Glory, Wars of Blood
  Page 7
  
  Lord Torkeep is willing to pay the PCs whatever 
  reduction  of  gold  the  PCs  negotiated  from  the 
  Hextorites.
  Encounter Three: A Hell of a 
  Party
  Unless the PCs request additional time to prepare 
  themselves, the Hextorites wind walk them, along 
  with Lord Torkeep, to Torkeep's fortress, where 
  they round up the Ebon Guard and open a gate to 
  Hades.
  Read or paraphrase the following text:
  It is a chill morning in the Shield Lands, and 
  your breath rises in the air, thin vapors trailing 
  upward, along with those of the twenty Ebon 
  Guard  and  Lord  Torkeep.  The  sunlight  falls 
  warm upon your face, and the sky is a wide 
  open light blue as Alcor Ludmuller opens a 
  gate between the planes.
  On the other side, a hundred or more devils 
  turn to look at the new gate. They bristle with 
  glaives and spikes, scales and horns, and the 
  grins that spread across their faces are full of 
  fang and malevolence. Beyond them, the world 
  is full of grey, shadowed by the distant shapes 
  of  winged  creatures  littering  the  skies,  and 
  further darkened by clouds that choke out all 
  direct sunlight.
  The Ebon Guard show no emotion, but as Lord 
  Torkeep  steps  through,  they  follow  without 
  hesitation.
  Alcor nods and speaks to you. “Once you pass 
  through,  I  will  close  the  gate,  and  then  my 
  companions  and I will return directly to the 
  North  Kingdom  until  we  hear  word  of  your 
  success.”
  Allow  the  PCs  to  respond.  When  they  step 
  through, read or paraphrase the following text:
  Seen from this other side of the  gate, all of 
  Hades  appears  a  withered  and  blasted 
  wasteland. Hundreds and hundreds of devils 
  work  to  strike  their  camp,  clearly  a  military 
  force preparing to move. Before you have a 
  chance to  take  in the  entire scene, a huge, 
  winged creature with a massive spiked length 
  of  chain  tossed  over  its  shoulder  strides 
  forward. Standing tall enough to dwarf many 
  giants, the creature is covered in a sheath of 
  hideous scales. Huge wings and a prehensile 
  tail add to its intimidating presence.
  Lord Torkeep stands at its knee, looking up 
  patiently,  while  his  men  stand  behind  him, 
  casting  their  gazes  about,  clearly  less 
  confident than they were half a minute back.
  The creature pops a giant cigar into its mouth, 
  takes a long pull on it, then exhales the foul-
  scented smoke into Torkeep's face. It grins a 
  hideous, malicious grin, full of teeth sharp and 
  large as daggers. “Ha ha ha! So, these are the 
  mortals sent to help us. Welcome to Hades, 
  fools. We'll march one week before we arrive at 
  Bloodletter Keep. We'll lay siege and deal with 
  the defenses the Baron sends at us while you 
  dash inside and free the prisoner.
  “Any questions?”
  A DC 25 Knowledge (planes) identifies the devil as 
  a cornugon (honed devil) and correctly determines 
  that the cornugon must be far more powerful than 
  others of its kind to have grown to huge size.
  A DC 30 Sense Motive check recognizes that the 
  cornugon  seems  to  take  an  eager,  personal 
  interest in Lord Torkeep.
  Questions and Answers
  The  PCs  have  time  to  ask  questions  of  the 
  cornugon lieutenant, Baalephaunt.
  Q. Who is the Baron? What's this Bloodletter 
  Keep?
  A. Ha ha ha! You haven't heard of Baron Harkan 
  Bloodletter? Ha ha ha! Welcome to the Blood War, 
  fools! The Baron commands thousands of demons 
  from  a  keep  he  took  from  one  of  our  former 
  generals. We held that area for centuries, but the 
  Baron launched an impressive raid and took it by 
  force and guile. He's held the keep for nearly a 
  century  as  you  would  measure  it.  We've  tried 
  several times to retake it but have been beaten 
  back by hordes of demons. They fight desperately 
  for the Baron; they know he'll flay them should they 
  fail him. Ha ha ha! So all you have to do is get 
  inside and free the prisoner.
  Q. Who/what is this prisoner?
  A. It's a githzerai sage of some sort. One who 
  walks the horizons, gathering knowledge. That sort 
  of  thing.  But  she  got  herself  caught,  and  my 
  commander  wants  her  freed.  Apparently,  she 
  knows something worth a lot of soldiers' lives. Her 
  name  is  Mistress  Elezzar Gelzith. Ever hear of 
  her?
  Q. What do you know about the keep?
  SHL9-01 Wars of Glory, Wars of Blood
  Page 8
  
  A.  Ah  ha  ha!  The  keep's  damned  near 
  impregnable.  Fortunately,  we've  upgraded  our 
  siege  weaponry.  You  see  all  those  machines 
  there? They're gonna blow open a hole in the walls 
  of the keep. A small hole. Just big enough for you 
  mortals  to  get  in  and  find  the  prisoner.  The 
  entrance will lead into the foyer. Find the stairs 
  down to the dungeon. I'd recommend you avoid 
  the stairs leading up to Baron Harkan Bloodletter's 
  chambers. Ha ha ha!
  Q. How do we know we can trust you?
  A. I give you my word I won't attack either you or 
  your wards. We need this mission accomplished 
  as much as you do. I've got a review for promotion 
  coming up. Ah ha ha ha!
  Q. Who are you?
  A. Me? I'm Lieutenant Baalephaunt. I'm running 
  this little operation.
  Q.  Little?  There  must  be  several  hundred 
  devils here.
  A. It's never a good day in the Blood Wars unless 
  there's slaughter in the hundreds. Ah ha ha! We 
  always get the better of them, too. Fun times.
  Encounter Four: Skirmishers 
  in the Dark
  Then read or paraphrase the following text:
  For days, you march with the devilish army, 
  and the legions of the foul beasts seem far 
  more  amused  by  your  presence  than  is 
  reassuring.  Endless  minutes  wear  into  each 
  other in the bleak realm of Hades. At times, 
  you see wispy grey forms walking around in 
  the  distance,  slowly  pausing  to  look  at  the 
  army, then lowering their heads and drifting 
  away. At times, the army encounters fields of 
  maggots—and  the  devils  grow  excited  to  a 
  frenzy and leap to grab at the maggots, which 
  they carefully store away.
  The  brilliant  white  on  the  tabards  worn  by 
  Torkeep and the Ebon Guard stand in stark 
  contrast to the desolation and wispy forms all 
  around  you.  They  march  close  behind  you, 
  without complaint, at your flanks as you form 
  the vanguard for the infernal army.
  At length, the barren wastelands pass into a 
  craggier range of rugged hills. Rocky peaks 
  rise  into  the  charcoal  skies,  and  your  path 
  slowly  descends...  for  several  days,  a 
  downward progression. On the seventh day, 
  you reach a valley several hundred feet wide 
  and more than two thousand feet long. At the 
  end  of  the  valley,  a  massive  fortress  lies 
  tucked into the walls of rock beyond. As the 
  devils push down into the valley, you start to 
  see  more  and  more  clearly  the  hordes  of 
  demons gathering outside the keep.
  At this point, allow PCs to take 3 rounds to cast 
  buffs or take actions as the devilish army slows its 
  approach. They are on the march, however, so 
  they need to leave a move action each round to 
  march forward.
  Have  the  PCs  make  Listen  and  Spot  checks 
  opposed by the skirmishers Move Silently as soon 
  as the skirmishers move into position to pounce. 
  Remember to take into consideration the penalty 
  to the PCs' checks for distance—140 ft. before the 
  pounce, or 200 ft. at APLs 16 and 18.
  The tension running through the infernal army 
  grows more and more electric as you march 
  forward and wait for the demons to attack... 
  Yet  the  demonic  hordes  remain  strangely 
  stationary, positioning themselves around the 
  keep...
  Then the first scream rings out as a devil off to 
  your  right is felled in a flurry of claws and 
  fangs.
  An instant  later, several massive forms hurl 
  out of the bleakness at your party!
  Creatures:
  APL 12 (EL 14)
  Forward  Skirmisher  (3): hp  121  each;  see 
  Appendix 1.
  APL 14 (EL 16)
  Forward  Skirmisher  (3): hp  165  each;  see 
  Appendix 1.
  APL 16 (EL 19)
  Forward  Skirmisher  (3): hp  231  each;  see 
  Appendix 1. 
  APL 18 (EL 21)
  Forward  Skirmisher  (3): hp  302  each;  see 
  Appendix 1. 
  APL 20 (EL 23)
  Forward  Skirmisher  (4): hp  302  each;  see 
  Appendix 1.
  Tactics:
  SHL9-01 Wars of Glory, Wars of Blood
  Page 9
  
  The creatures' tactics are relatively simple. They 
  pounce in the surprise round, then full attack in 
  each subsequent round.
  As with all of the demons, they are terrified of the 
  repercussions of their failure far more than they 
  fear death, so they fight to the death.
  NOTE: There are more skirmishers engaging the 
  devils all across the front of the battlefield. The 
  PCs are not alone in their battle.
  During the combat, the DM should describe how a 
  number  of  demons  start  flinging spells  into  the 
  ranks behind the PCs, including Torkeep and the 
  Ebon Guard. Torkeep charges off to one side to 
  neutralize one such threat, and just as the Ebon 
  Guard  start  to  follow,  one  or  more  of  their 
  members are pulled into a pack of demons in the 
  opposite  direction  via  telekinesis,  so  the  others 
  hustle over to aid their companions. This sets up 
  the separation for the next encounter.
  Treasure:
  None.
  Development:
  Give the party 1 round to act—to heal, buff  or 
  otherwise prepare themselves—as demons  start 
  teleporting into the area en masse. Then proceed 
  to Encounter Five.
  Encounter Five: Another 
  Sudden Turn of Events
  In this encounter, demons arrive in vast hordes 
  and threaten the Ebon Guard even as a devil turns 
  against  Lord  Torkeep  on  Baalephaunt's  orders. 
  The PCs must choose to defend Lord Torkeep, 
  defend the Ebon Guard or split the party in order to 
  defend both. If the PCs successfully negotiated to 
  preclude betrayal in Encounter Two, then no devil 
  turns against Lord Torkeep. In such a case, PCs 
  automatically gain full XP for this encounter.
  Meanwhile, as the entire infernal army is engaged, 
  the Ebon Guard and Torkeep are swept by the 
  momentum  of  battle  in  two  opposite  directions. 
  Thousands of demons begin to  teleport  into the 
  area. The majority of the demons can't threaten 
  the PCs and focus, instead, on the devils. Due to 
  the sheer numbers of combatants, however, the 
  entire  battlefield  is  considered  difficult  terrain. 
  NOTE:  Ask  the  PCs  if  any  have  anticipate 
  teleportation  active; if so, they will have a single 
  round at the beginning of the encounter without the 
  limitations  on  movement—to  the  extent  of  the 
  anticipate teleportation.
  Countdown to Oblivion
  Once the encounter starts, the PCs are on a timer 
  until they leave Hades. During this time, the Ebon 
  Guard are slain at a rate of one per round. Other 
  events may speed their demise, and PCs may take 
  actions to prevent them from dying. The following 
  actions each reduce a single round's Ebon Guard 
  death tally by 1:
  •
  A PC casts a healing spell to affect the 
  Ebon Guard. The DM should make it clear 
  that mass cure spells must target ALL the 
  surviving  Ebon  Guard  before  they  are 
  allowed to benefit the PCs. The spell must 
  be  of a level equal to 1/3 APL or higher, 
  rounded up.
  •
  A  PC  casts  delay  death  on  an  Ebon 
  Guardsman  AND  includes  the  affected 
  Guardsman in a mass cure spell of a level 
  equal to 1/3 APL or higher, rounded up. A 
  mass cure  spell cast in this fashion may 
  benefit the PCs and needs only target the 
  Ebon Guardsman specifically targeted by 
  delay death.
  •
  A PC casts  limited wish  or a protective 
  arcane spell of a level equal to 1/3 APL or 
  higher,  rounded up, to affect  ONLY the 
  Ebon Guard.
  •
  A PC takes a full-round action that doesn't 
  assist the party in its efforts. This includes 
  a single move away from the party and its 
  combat in order to assist the Ebon Guard, 
  then  the  remainder  of  the  round  spent 
  lending  that  aid.  The  DM  should 
  encourage the player to describe what sort 
  of  aid  he  or  she  may lend.  During  the 
  movement between the battlefield and the 
  keep, this means the PC does not move 
  forward  that  round  but,  in  fact,  moves 
  backward.
  The  following  actions  each  negate  any  Ebon 
  Guard deaths in the round they are taken:
  •
  A PC casts  miracle  or  wish  for no other 
  benefit than to prevent the Ebon Guard 
  from dying for that round only.
  At the top of the first round, the first of the 20 Ebon 
  Guardsmen is slain. At the top of each subsequent 
  round, another Ebon Guard is slain. If the PCs fail 
  to free the prisoner (or help the Ebon Guard) free 
  the prisoner before all the Ebon Guard are slain, 
  then Lord Torkeep (if still alive) is slain after all the 
  Ebon Guard have perished. 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 10
  
  The  DM  should  record  the  number  of  Ebon 
  Guardsmen alive at the end of the adventure on 
  the players' Adventure Records.
  The Blood War
  Read or paraphrase the following text:
  All at once, as the battles with the vanguard 
  start to die, the very air ripples with thousands 
  of demons teleporting into the infernal ranks to 
  wage war. This is the Blood War, which has 
  raged for centuries with no sign of an end in 
  sight. War for the sake of war. Blood for the 
  sake of blood.
  All around cries sound—cries of rage and pain 
  and fear. It proves impossible to avoid being 
  swept by the momentum of the onrushing and 
  out-spilling  daemonic  hordes,  and  you  find 
  yourselves separated from Lord Torkeep and 
  the Ebon Guard, only to see them both caught 
  in mortal peril.
  Though the dretches and babau that surround 
  your  group  pose  little  threat,  you  find  Lord 
  Torkeep engaged in combat with a treacherous 
  devil and the Ebon Guard directly opposite—
  and directly underneath the maniacal dance of 
  three purplish and winged demons.
  There is no time to spare. You must act.
  Defending Lord Torkeep
  Creatures:
  APL 12 (EL 14)
  Elite Gelugon: hp 189; see Appendix 1.
  APL 14 (EL 16)
  Elite Gelugon: hp 245; see Appendix 1.
  APL 16 (EL 18)
  Elite Gelugon: hp 311; see Appendix 1. 
  APL 18 (EL 21)
  Elite Gelugon: hp 367; see Appendix 1. 
  APL 20 (EL 23)
  Elite Gelugon: hp 423; see Appendix 1.
  Tactics:
  The PCs are alerted to the situation AFTER the 
  gelugon has already taken a surprise round to slay 
  Lord Torkeep's mount, leaving him to topple to the 
  ground  with  the  horse  atop  him.  Because  the 
  gelugon has already acted, it can not be caught 
  flat-footed in initiative.
  The PCs start the encounter 100 ft. from the fallen 
  Lord Torkeep, and the gelugon is further behind 
  him at maximum reach.
  The gelugon begins the combat fully buffed. It tries 
  to keep foes at distance by tripping and slowing 
  them. If threatened by a foe that manages to hit it, 
  it will use Combat Expertise for full.
  While the PCs focus on the gelugon, Lord Torkeep 
  takes  the opportunity to  stand and defends  the 
  PCs from a line of onrushing lesser demons.
  Defending the Ebon Guard
  Creatures:
  APL 12 (EL 14)
  Elite Vrock (3): hp 193 each; see Appendix 1.
  APL 14 (EL 16)
  Elite Vrock (3): hp 236 each; see Appendix 1.
  APL 16 (EL 19)
  Elite Vrock (3): hp 302 each; see Appendix 1. 
  APL 18 (EL 20)
  Elite Vrock (3): hp 370 each; see Appendix 1. 
  APL 20 (EL 23)
  Elite Vrock (3): hp 438 each; see Appendix 1.
  Tactics:
  The PCs are alerted to the situation AFTER the 
  vrocks have already begun their dance of ruin. On 
  the vrocks initiative, they will have completed their 
  first round of the dance. They're fighting an army, 
  not just a few PCs, so they will continue with their 
  dance until someone manages  to  disrupt them. 
  Note that its possible for many of the Ebon Guard 
  to  survive  the  blast,  but  it  will  accelerate  the 
  countdown.
  The  PCs  start  the  encounter  100  ft.  from  the 
  nearest of the Ebon Guard, and the nearest vrock 
  is 40 ft. directly above that guardsman.
  The vrocks begin the combat fully buffed. Once 
  the PCs disrupt the dance of ruin, the vrocks will 
  try to stay at distance and fling glaives dropped by 
  fallen bearded devils. Engaged by the PCs, the 
  vrocks will set up flanks and use their spores and 
  full attack to the best of their ability.
  While  the  PCs  focus  on  the  vrocks,  the  Ebon 
  Guard form a circle around them and defend them 
  from babau and other lesser demons.
  In order to help players visualize their chances to 
  save  the  Ebon  Guard,  read  the  following  text, 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 11
  
  modify it, or create your own similar passage prior 
  to the death of the second Ebon Guardsman.
  Fiends do battle all around you, but out of the 
  corner of your eye, you see a pair of demons 
  ready to pounce upon an Ebon Guardsman. 
  The threat appears lethal—unless you help.
  Treasure:
  None.
  Development:
  If the PCs do not defend Lord Torkeep, he is slain, 
  and his soul is trapped in a thinaun dagger. Tables 
  at which Lord Torkeep is slain receive the disfavor, 
  The  Death  of  Lord Torkeep  on their Adventure 
  Records.
  If the PCs do not disrupt the dance of ruin (either 
  by choosing to save Lord Torkeep or simply failing 
  to disrupt the dance), then 5 of the Ebon Guard die 
  in the next round, instead of 1.
  Once the PCs have defeated either or both of the 
  threats,  they  must  traverse  500  feet  through 
  difficult  terrain  and  across  the  battlefield  to  the 
  keep. If the players are concerned about the Ebon 
  Guard, explain that while the PCs forge ahead, the 
  demons  start  chasing  after  them,  so  the  Ebon 
  Guard (and Torkeep, if alive) are able to hustle 
  along. In other words, it is not up to the PCs to 
  transport the Ebon Guard, just themselves. The 
  Ebon Guard (and Torkeep) will catch up.
  Once  the  PCs  determine  how  they move—and 
  how many rounds it takes them and how many 
  Ebon Guardsmen die—proceed to encounter six.
  Encounter Six: Bloodletter 
  Keep
  Read or paraphrase the following text.
  Swarmed by minor demons, you forge ahead 
  toward  the  imposing  figure  of  Bloodletter 
  Keep. All around you, devils, demons and men 
  fall in battle, and the armies grow ever more 
  vicious, clearly holding no value on the lives of 
  the  fallen.  The  devilish  army  is  clearly 
  outnumbered and outmatched, but eddies of 
  chaos erupt here and there within the ranks of 
  the daemonic army as grudging rivals finally 
  seize their opportunities to betray each other. 
  And the devils work tirelessly at their siege 
  engines  to  batter  on  the  walls  of  the  keep. 
  Massive iron bolts, shrouded in dark magical 
  energy, fling through the air and drum again 
  and again on the keep's rock walls.
  Finally, as a gap forms in the demonic ranks—
  the result of another instance of treachery—
  your  way  to  the  keep  is  opened,  and  the 
  continued barrage of magic and iron wears at 
  the wall, blasting a hole through the five feet of 
  stone and steel.
  The keep's massive foyer is 80 feet wide and 60 
  feet deep. Massive double-doors, standing 20 feet 
  tall  and  20  feet  wide,  lead  beyond  the  foyer, 
  deeper into the keep. A 15-ft-wide stairwell winding 
  downward is set the right wall. This is the way 
  down to the dungeon.
  The foyer is warded by a forbiddance spell keyed 
  to Chaotic Evil, CL 20. The DC is 10 + APL. (See 
  PHB pg. 232.)
  Forbiddance: CR 6; spell effect (forbiddance, 
  20th-level cleric);  damage varies; Will save half 
  (DC 10 + APL).
  As the PCs continue inside, read or paraphrase 
  the following text:
  The foyer to Bloodletter Keep is strewn with 
  rubble from the blasted wall, but the enormity 
  and  opulence  of  the  chamber  are  hard  to 
  overlook. Standing forty feet tall and stretching 
  eighty feet wide by sixty feet deep, its floors 
  tiles, walls and ornate columns are all cut from 
  ivory—or,  possibly,  the  bones  of  celestials. 
  Massive  chandeliers  of  diamond  and  gold 
  hang from the ceiling, and incense burns in 
  several stands crooked in the wall's niches. A 
  huge  stairwell,  fifteen  feet  wide,  winds 
  downward, set in the right hand wall. From 
  those wells of darkness come the sounds of 
  spellcasting. Opposite you, a gigantic set of 
  double  doors  crafted  from  iron  and  mithral 
  displays a horrible, debauched scene of art—
  celestial figures being violated in the worst of 
  ways by leering demons.
  As you look about, time seems almost to slow 
  as  (Torkeep  and)  the  surviving  Ebon 
  Guardsmen  rush  into  the  chamber  while, 
  simultaneously,  thunderous  footsteps  sound 
  beyond the closed doors, until they are flung 
  open as the two halves of a glabrezu crash 
  through them. Striding through the sundered 
  demon's upper and lower halves, a massive 
  creature  the  size  of  a  giant  with  chipped, 
  antlerlike  horns  bellows  sharp  words  in 
  Abyssal. From its horns hang the desiccated 
  bodies and skulls of its victims, and the beast 
  wears intricate armor, with dark, pitted plates 
  that  cover  legs which end in hooves.  In its 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 12
  
  many-fingered hands, a broad longsword drips 
  with gore.
  PCs  who  understand  Abyssal  know  the  Baron 
  bellows: “Never leave your post!”
  Continue with the following text:
  As it turns to look at you, (Torkeep and) the 
  Ebon  Guard  shout,  “We'll  delay  the  Baron. 
  Free  the  prisoner  from  whatever  magic  lies 
  below!”
  The huge demon laughs and raises its sword 
  as the Ebon Guard raise their glaives, prepared 
  to die for honor and glory...
  Creatures:
  All APLs (EL 24)
  Baron Harkan Bloodletter: hp 510; see Appendix 
  1.
  If the PCs choose to fight the Baron, the Ebon 
  Guard (and Torkeep) will head to the dungeon to 
  free the prisoner.
  Tactics:
  Baron Harkan Bloodletter begins the combat with 
  his  power-up  suite,  having  earned  glory  in 
  slaughter  by  killing  his  treacherous  glabrezu 
  lieutenant.  He  attempts  to  kill  clerics  and 
  spellcasters first, making full use of his magebane 
  weapon.  He  has  fought  against  enough 
  spellcasters to expect anticipate teleporation, so if 
  he doesn't threaten a PC  in order to take a full-
  attack  action, he uses  a charge off  his  belt of 
  battle  as a swift action to take a move and then 
  full-attack.
  If  he  threatens  a  PC,  he  uses  his  quickened 
  greater dispel ability against the PC he threatens, 
  then power attacks for 2, attempting to Sunder on 
  his 4th and 5th attacks (+52 and +47 to hit versus 
  medium creatures, respectively). If he Sunders a 
  weapon, he uses Combat Brute to cleave into his 
  foe.
  Development:
  During this encounter two Ebon Guardsmen die 
  each round. 
  If there are any surviving Ebon Guard members, it 
  takes them (and Torkeep—if he still lives) 5 rounds 
  to free the prisoner from the dungeon. 
  At the top of the 7th round, any surviving Ebon 
  Guardsmen return to the foyer with the prisoner.
  Treasure:
  PCs  who  defeat  AND  loot  Baron  Harkan 
  Bloodletter gain no access from the encounter but 
  gain enough gold to go over cap and still to cover 
  60,000 gp of spellcasting expenses for the party.
  Down the Winding Stairway
  If the PCs head down the winding stairway, ready 
  or paraphrase the following text:
  The stairway winds sixty feet down to a closed 
  oak door, fifteen feet tall and fifteen feet wide. 
  While the sounds of battle ring loudly behind 
  and above you—screams of the dying—fainter 
  sounds come from the other side of the oaken 
  door—sounds of spellcasting.
  PCs who succeed at a Listen check (DC 10) and a 
  Spellcraft check (DC 25) can identify a  duelward 
  spell.
  The door is locked by a simple lock (Open Lock 
  DC 20) and can easily be broken (Break Check 
  DC 18) or destroyed (Hardness 8, Hit points 30).
  Once the PCs enter the room, read or paraphrase 
  the following:
  An  imposing  darkness  drowns  out  the 
  opposite side of the door.
  Read  or  paraphrase  the  following  text  as  PCs 
  enter the darkness  or for those PCs who have 
  darkvision:
  Several wispy figures float out of the floors 
  through the darkness to attack while a massive 
  iron form strides into the room.
  The doors open into the center of a room 45-ft-
  wide by 45-ft-deep. The ceiling is 20 ft up. 
  At the far end of the room, the PCs may spy a 10-
  ft-wide  corridor  leading  to  a  series  of  dungeon 
  cells.
  The  entire  room  and  dungeon  complex  is 
  unhallowed with a dimensional lock spell tied into it 
  (both CL 20). This prevents teleportation for all but 
  evil creatures.
  Note that the effects of  unhallow  and the planar 
  traits stack as penalties for turning checks.
  Except at the very left and right edges, the room is 
  also  affected  by a  bleakness  spell  (PHB  II pg. 
  104).  The  hallway beyond  is  also  subject  to  a 
  bleakness spell. 
  All  undead  within  this  the  bleakness  gain  turn 
  resistance  +4.  This  is  noted  in  the  vampire's 
  power-up suite as he remains in the bleakness as 
  much as possible.
  SHL9-01 Wars of Glory, Wars of Blood
  Page 13
  
  Creatures:
  APL 12 (EL 15)
  Vampire Counterspeller: hp 81; see Appendix 
  1.
  Iron Golem: hp 129; see Monster Manual page 
  136.
  Greater Shadow (3): hp 58 each; see Monster 
  Manual page 221.
  APL 14 (EL 17)
  Vampire Counterspeller: hp 99; see Appendix 
  1.
  Iron  Golem  (2): hp  129  each;  see Monster 
  Manual page 136.
  Greater Shadow (3): hp 58 each; see Monster 
  Manual page 221.
  Dread  Wraith: hp  104; see Monster  Manual 
  page 258.
  APL 16 (EL 19)
  Vampire Counterspeller: hp 117; see Appendix 
  1.
  Advanced Iron Golem: hp 265; see Appendix 
  1.
  Dread Wraith (4): hp 104 each; see Monster 
  Manual page 258.
  APL 18 (EL 21)
  Vampire  Counterspeller: hp  121  each;  see 
  Appendix 1.
  Advanced Iron Golem (2): hp 325 each; see 
  Appendix 1.
  Dread Wraith (6): hp 104 each; see Monster 
  Manual page 258.
  Nightwing: hp 144; see Monster Manual  page 
  197.
  APL 20 (EL 23)
  Vampire  Counterspeller: hp  121  each;  see 
  Appendix 1.
  Advanced Iron Golem (2): hp 385 each; see 
  Appendix 1.
  Nightwalker  (2): hp  178  each; see Monster 
  Manual page 196.
  Dread Wraith (6): hp 104 each; see Monster 
  Manual page 258.
  Tactics:
  The creatures all have darkvision, and none suffer 
  damage for remaining in bleakness, so they try to 
  confine their fight in that area if possible.
  The vampire counterspeller begins fully buffed and 
  in the narrow corridor on the far end of the room, 
  standing well behind the golem(s).
  He attempts to cast spells to isolate PCs against 
  multiple  opponents—divide  and  conquer.  If  his 
  allies are able to successfully attack any PCs, he 
  then  readies  to  counterspell,  using  Improved 
  Counterspell to automatically counter any spell of 
  the  same  school  of  equal  level  or  lower.  His 
  alternate  class  feature  and  Heighten  Spell  feat 
  mean  that  he  can  simply  burn  a  spell  slot  to 
  counter any spell of equal or lower level.
  He uses his Spellcraft to identify the best spells to 
  counter.
  He uses Dampen Spell as an immediate action to 
  reduce the save DC of any spell with a save that 
  he can't counter that might hamper his golems or 
  destroy him (or his incorporeal allies).
  At APL 16 and up, the vampire spellcaster begins 
  with spellcaster's bane active as well as duelward, 
  so he uses  his first  swift action to activate his 
  dispeller's cord, then attempts to  dispel  either an 
  area or a single target.
  Everything else just breathes and tries to hit party 
  members.  Intelligent  undead  concentrate  their 
  attacks  (typically targeting  clerics  first)  and  use 
  their  special  abilities  in  as  tactically  sound  a 
  manner as possible. 
  Treasure:
  PCs  who  defeat  AND  loot  the  vampire 
  counterspeller gain the gold cap for the adventure, 
  supplemented by any negotiations they conducted 
  in encounter two. 
  This  is  also  the  only  encounter  that  provides 
  material item access. If they don't loot the vampire 
  counterspeller, the PCs gain none of the bottom 
  box access.
  Development:
  During this encounter two Ebon Guardsmen die 
  each round. 
  The prisoner, Mistress Elezzar Gelzith, is the only 
  living individual in any of the cells. She is level-
  drained to 1st level and stripped of her magical 
  possessons, but otherwise unharmed. Her cell is 
  locked and made of steel. The keys are on the 
  vampire counterspeller. Don't make an issue of it.
  Read or paraphrase the following text:
  SHL9-01 Wars of Glory, Wars of Blood
  Page 14
  
  From her place in a barred cell, the dungeon's 
  only  prisoner—a  tall,  thin,  old  and  female 
  humanoid—regards  you  impassively  through 
  yellow eyes. Then as you start to open her cell, 
  she  stands  and  smooths  her  simple,  brown 
  robes. She pauses a moment, as if to weigh 
  several options, then addresses you in fluent 
  Common. “If you are here to free me, then I 
  thank you. Do you also seek knowledge of the 
  Prophecy of Halzephon, the Sleeping God?”
  All APLs
  Mistress  Elezzar  Gelzith: hp  113,  Gather 
  Information  +24,  Knowledge  (all)  +20,  Sense 
  Motive +20
  If there are any surviving Ebon Guard members 
  when the PCs rescue the prisoner, they rush down 
  the stairs, carrying the body of Lord Torkeep (if he 
  survived  encounter  five)  and  chased  by  Baron 
  Harkan Bloodletter, just as  the PCs manage to 
  open the gate.
  Once  the  PCs  open  the  gate,  proceed  to 
  Encounter Seven. If they find some other method 
  of returning to the prime material, skip directly to 
  the Conclusion.
  Encounter Seven: Not 
  Entirely Unexpected
  Read or paraphrase the following text:
  When you crack open the little charm Alcor 
  Ludmuller,  the  Hextorite  gave  you,  a  bright 
  flash  of  light  pulses  through  the  room, 
  momentarily whiting-out all visibility, and then 
  as your eyes recover and the sounds of battle 
  spill in from the battlefield and the shouts of 
  daemonic  voices  grow  nearer  and  a  gate 
  stands open into a shadowy room lit by six 
  green-flamed  torches—in  this  dense  instant, 
  you  realize  that  none  of  your  magic  items 
  function.
  Not only have all the PCs' magical items ceased to 
  function, but all pre-cast spells and spell effects 
  are dismissed.
  Give the PCs a moment to consider their situation 
  and gather all their items that may have fallen to 
  the ground (and to gather other items from fallen 
  foes), then proceed to threaten them with masses 
  of area-effect spells from demons and devils alike 
  until they flee through the gate. (Or escape the 
  plane in  some  other manner—perhaps  realizing 
  that all the dimensional barriers are now disabled.)
  If PCs step through the gate read the following:
  You  step  through  the  gate,  and  it  quickly 
  closes  behind  you,  even  as  a  final  fireball 
  erupts,  just  managing  to  spill  through  the 
  narrowing gap.
  Have the PCs save against the fireball. 
  Fireball: CR 4; spell effect (fireball, 6th-level 
  sorcerer); damage 6d6 fire; Ref save half (DC 3 + 
  APL).
  Then continue with the following text:
  The small, dark room is lit by six green-flamed 
  torches set in steel sconces, and the walls are 
  engraved with many holy symbols of Hextor. A 
  slight iron tang fills the air.
  As you consider the room, the single iron door 
  opens, and Alcor Ludmuller enters, clad in full 
  plate, with a towering shield floating in the air 
  before him and several colored stones orbiting 
  his head.
  “I apologize for the momentary disruption of 
  your  magical  items,”  he  says.  “But  their 
  properties should be restored within a number 
  of hours.”
  Alcor's eyes open wide as his attention turns 
  to  the  prisoner  you  freed.  “Ah!  Mistress 
  Gelzith, we are immensely pleased to see you. 
  Are you well?”
  “I was told my release was to be arranged by 
  one of the generals.”
  “Yes. That's true,” says Alcor. “Sometimes the 
  deceptions  are  necessary.”  With  that,  Alcor 
  dismisses a powerful spell and grows instantly 
  to double his height, his plate armor and shield 
  rapidly  expanding  to  accommodate  his  new 
  form,  a  towering  red  monster  with  batlike 
  wings  and  whiplike  tail.  Now  wreathed  in 
  flame, Alcor smiles, revealing fangs that drip 
  with a hissing venom. “Mistress Gelzith, I am 
  the general you seek. It has suited me to work 
  with the Overking of this land. He thinks me 
  bound by the terms of a bargain we arranged 
  years  ago,  but  it  was  quite  riddled  with 
  loopholes. Now, please, Mistress, if you will 
  come with me, I am curious of the prophecies.”
  Almost as an afterthought, the imposing devil 
  turns  to  your  group,  “Thank  you  for  your 
  assistance mortals. You can find a scroll of 
  shadow  walk secured in a secret panel just 
  below the third sconce.”
  SHL9-01 Wars of Glory, Wars of Blood
  Page 15
  
  If Lord Torkeep has died and none of the PCs 
  interrupts  the  text,  read  or  paraphrase  the 
  following text:
  “You'll  see  the  flame  flickers  ever  so  more 
  frequently. The surviving... what did you call 
  them,  Ebon  Guard?  They  are released from 
  service.”
  The  old  githzerai  woman  silently  turns  to 
  follow the devil as he strides out of the room 
  and into a long corridor.
  If Lord Torkeep is still alive or if one of the PCs 
  interrupts the devil to demand more information, 
  read or paraphrase the following additional text:
  You'll see the flame flickers ever so...”
  “Wait!”  Lord  Torkeep  demands.  “Why 
  shouldn't we destroy you right now?”
  “Other  than  because  none  of  you  have 
  functioning magical items, and I am a general 
  in the army of devils fully armed and armored 
  and in a keep filled with hundreds of my so-
  called allies?”
  “I don't like being played for a fool, devil! What 
  did you just gain?”
  “Very  well,”  says  the  devil.  “Because  it 
  amuses me to see you still alive, Franz, this 
  githzerai  woman  may  hold  the  key  Lord 
  Asmodeus seeks in order to become a god. 
  There is a sleeping god in the astral plane, but 
  no one knows the portfolio he has failed to 
  maintain. It is said that if one learns the god's 
  portfolio and then slays him in his sleep, that 
  one shall become a god. The githzerai woman 
  has traveled much and has seen signs of the 
  portfolio.”
  Taking  a  more  serious  tone,  the  pit  fiend 
  continues. “If you seriously wish to confront 
  me, Franz, you might as well wait until you 
  have a chance. You have done me a favor, and 
  I will not kill you now unless you provoke me. 
  Your  men  are  released  from  service  to  the 
  North Kingdom. Begone.”
  The  old  githzerai  woman  silently  turns  to 
  follow the devil as he strides out of the room 
  and into a long corridor.
  The DM should feel free to intersperse the above 
  information into roleplay if appropriate.
  Alcor (that's not his real name) is not meant to be 
  fought  here.  The  PCs  currently have  no active 
  magic, and Alcor has an entire keep to call for aid, 
  if need be. If, by some extraordinary means, the 
  PCs struggle against him, Alcor is a Balor Cleric 3, 
  Church Inquisitor 10 of Hextor.
  Once  Alcor  departs,  the  PCs  are  watched  by 
  various sentries down the hallway and asked to 
  return to the room if they leave by any means other 
  than magic.
  Once  the  PCs  return  to  the  Shield Lands  with 
  (Torkeep and) the Ebon Guard, proceed to the 
  conclusion.
  And Now: The Thrilling 
  Conclusion
  The  greater  teleport  scroll  isn't  keyed  to  any 
  particular location and is (magically!) able to get 
  everyone wherever the PCs choose. The final text 
  presumes the PCs will return the Ebon Guard to 
  Critwall personally, but the DM is encouraged to 
  adapt the story if the PCs choose not to return the 
  Ebon Guard or choose not to return to Critwall.
  If the PCs find a way to return to the prime material 
  plane without the use of Alcor's wondrous item, 
  Mistress Elezzar Gelzith will thank the PCs and 
  use her  plane shift  ability to travel to the North 
  Kingdom to fulfill her obligation to Alcor.
  There are two options for the final boxed text, one 
  for if Torkeep dies and one for if he lives.
  If  Lord  Torkeep  dies,  read  or  paraphrase  the 
  following text:
  Days after your return from Hades, the Council 
  of  Lords  of  the  Shield  Lands  asks  you  to 
  attend  the  funeral  of  Lord  Franz  Torkeep. 
  Clerics and mages alike have tried to restore 
  him, and all attempts have failed.
  The weather has warmed to a grey and drizzly 
  mush,  as  you  stand  in Torkeep's  courtyard, 
  surrounded  by  the  surviving  Ebon  Guard, 
  Lords, Ladies, Dignitaries and the knights of 
  Torkeep's  Twenty.  As  commoners  and 
  merchants watch from a distance, a somber 
  Lady  Katarina  delivers  a  eulogy  for  Lord 
  Torkeep. She describes him as a good man, 
  committed  to  his  people  and  his  land.  She 
  speaks  of  his  efforts  in  the  War  of 
  Reclamation, the many battles he fought, the 
  many  he  won,  the  many  he  survived  and 
  helped soldiers survive, even as they fled. She 
  says that he, at least, died a soldier's death. 
  And she says the Shield Lands will miss his 
  leadership.
  In the cold and the damp, all of the assembled 
  have  a  chance  to  honor  Lord  Torkeep  by 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 16
  
  leaving flowers or gifts, and then all walk away 
  into the fog, the drizzle, the cold and the mud.
  The End
  If Lord Torkeep survives, read or paraphrase the 
  following text:
  Days  after  your  return  from  Hades,  Lord 
  Torkeep asks you to meet with him.
  The weather outside has warmed to a grey and 
  drizzly mush, as you sit in Torkeep's study. 
  Numerous maps and journals cover the large 
  central table around which he asks you to sit.
  “I want, first, to thank you for lending my men 
  your assistance. I have no doubt that had you 
  not accompanied us to Hades, more of Law's 
  Crusader's  Ebon  Guard,  if  not  all  of  them, 
  would  have  perished  futilely  in  that  conflict 
  between infernal and daemonic beasts.
  “But  that  is  not  the  only  reason  I  have 
  summoned you here today. You have proven 
  yourselves capable and trustworthy, and I see 
  the Shield Lands has need of those who value 
  the lives and efforts of its soldiers. I say this at 
  a time that I see less and less agreement from 
  others  on  the  Council.  Soon,  the  Standing 
  Army's efforts will stall as one lord or another 
  protests  the  direction  we  pursue.”  Torkeep 
  pauses, and the pause suggest, perhaps, the 
  expectation that it will be a powerful voice that 
  counters his. “Here is our northern front,” he 
  says and unfurls a series of maps.
  Forces on the maps, represented in white and 
  green, show where the Standing Army and the 
  Sidhee advance the border from map to map, 
  heading  northward  from  the  Wraithwood. 
  Scattered  clusters  of  black  represent  the 
  minions of Iuz, clearly less organized, but still 
  maintaining a massive presence while falling 
  back into different clusters.
  “There  is  something  in  these  patterns  that 
  bothers  me...  Somewhere  in  here.”  Lord 
  Torkeep points to a small marsh perhaps three 
  days' march north of Wraithwood. “Whatever 
  is there, if we keep winning, we'll come to it 
  within in the month. So why do the Iuzians fear 
  it?”
  Lord  Torkeep  looks  at  you,  “But  that  is  a 
  mission for another day. First, let me celebrate 
  your  aid  properly.  Come,  let's  have  a  good 
  meal to give us energy for the work ahead.”
  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 Four: Skirmishers in the Dark
  Defeating the ghirrash skirmishers.
  APL12 420 xp
  APL14 480 xp
  APL16 570 xp
  APL18 630 xp
  APL20 690 xp
  Encounter Four: Another Sudden Turn of 
  Events
  Saving Lord Torkeep.
  APL12 420 xp
  APL14 480 xp
  APL16 540 xp
  APL18 630 xp
  APL20 690 xp
  AND/OR
  Preventing the vrocks from completing the dance 
  of ruin.
  APL12 420 xp
  APL14 480 xp
  APL16 540 xp
  APL18 630 xp
  APL20 690 xp
  Encounter Six: Bloodletter Keep
  Facing or bypassing the forbiddance spell.
  ALL APLs 180 xp
  AND
  Defeating Baron Harkan Bloodletter or distracting 
  him until the Ebon Guard free the prisoner.
  ALL APLs 720 xp
  OR
  Defeating the jailers.
  SHL9-01 Wars of Glory, Wars of Blood
  Page 17
  
  APL12 450 xp
  APL14 510 xp
  APL16 570 xp
  APL18 630 xp
  APL20 690 xp
  Encounter Seven: Not Entirely Unexpected
  Fireball..
  ALL APLs 120 xp
  Story Award
  Lord Torkeep survives.
  APL12 240 xp
  APL14 280 xp
  APL16 320 xp
  APL18 360 xp
  APL20 400 xp
  Story Award
  The PCs return with at least 10 surviving Ebon 
  Guardsmen.
  APL12 240 xp
  APL14 280 xp
  APL16 320 xp
  APL18 360 xp
  APL20 400 xp
  Discretionary roleplaying award
  APL12 240 xp
  APL14 280 xp
  APL16 320 xp
  APL18 360 xp
  APL20 400 xp
  Total possible experience:
  APL12 1,575 xp
  APL14 1,800 xp
  APL16 2,025 xp
  APL18 2,500 xp
  APL20 3,000 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.
  Note to DMs:
  Because  of  the  multiple  opportunities  in  this 
  adventure  for  the  party to  avoid  combats,  it  is 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 18
  
  highly likely that PCs will not earn the maximum gp 
  value allotted them by the APL cap. Please be 
  certain to calculate the PCs’ treasure total on an 
  encounter-by-encounter  basis.  Remember  to 
  multiply  treasure  totals  by  the  number  of 
  opponents (with the same treasure) that the party 
  defeats!
  Encounter  Two:  A  Deal  for  the 
  Devils
  Treasure from the negotiations:
  ALL APLs: PCs may earn 1/6 of the discount 
  they negotiate with the Hextorites.
  Encounter Six:  Bloodletter Keep
  APL 2: Loot – 0 gp, Coin – 100 gp, Magic – 0 
  gp.
  APL 4: Loot – 0 gp, Coin – 200 gp, Magic – 0 
  gp.
  APL 6: Loot – 0 gp, Coin – 300 gp, Magic – 0 
  gp.
  APL 8: Loot – 0 gp, Coin – 400 gp, Magic – 0 
  gp.
  APL 10: Loot – 0 gp, Coin – 1000 gp, Magic – 
  0 gp.
  APL 12: Loot –  1000 gp,  Coin – 1000 gp, 
  Magic – 0 gp.
  Maximum Possible Treasure
  APL 2: Loot – 94 gp, Coin – 424 gp, Magic – 
  24 gp.
  APL 4: Loot – 180 gp, Coin – 700 gp, Magic – 
  72 gp.
  APL 6: Loot – 282 gp, Coin – 972 gp, Magic – 
  1425 gp.
  APL 8: Loot – 294 gp, Coin – 1246 gp, Magic – 
  2355 gp.
  APL 10: Loot – 294 gp, Coin – 2050 gp, Magic 
  – 3243 gp.
  APL 12: Loot –  1294 gp,  Coin – 2200 gp, 
  Magic – 4075 gp.
  Special
  Note: Players get several of the AR rewards based 
  upon how many of the Ebon Guard they saved, 
  and whether or not they saved Lord Torkeep. 
  •
  The  party  needs  to  save  5  Ebon 
  Guardsmen to gain Honor, Duty, Glory.
  •
  They need to save 10 Ebon Guardsmen to 
  gain Savior of the Ebon Guard, pt. 2.
  •
  They need to save 10 Ebon Guardsmen 
  AND Lord  Torkeep  to gain  Honored by 
  Lord Torkeep.
  Savior of the Ebon Guard, pt. 1: Your efforts in 
  Hades helped spare the lives of ______ of Lord 
  Torkeep’s Ebon Guard.
  Savior of the Ebon Guard, pt. 2:  Your efforts 
  have  even  gained  the  notice  of  the  hero-god, 
  Stratis. You gain access  to the feats Awesome 
  Smite, Bestial Charge, Healing Devotion, and Holy 
  Potency. You also gain access to the Squire of 
  Legend Prestige Class (all Complete Champion).
  Honor, Duty, Glory: Despite the reports from the 
  North Kingdom emissary, the Ebon Guard are loyal 
  to a fault. Your heroism  in Hades has inspired 
  them, and if you allow, one will follow you as a 
  cohort.  The  Ebon  Guard  are  all  human  and 
  followers of Stratis. Your Ebon Guard cohort may 
  buy attributes with the 28-point buy as though a PC 
  and  may join  (and  receive  the  benefits  of)  the 
  Standing Army metaorganization. This cohort must 
  always invest the maximum number of skill points 
  in Profession (soldier). If this cohort is LN, he or 
  she  gains  access  to  the  Ordained  Champion 
  prestige class and the feats Battle Blessing, Holy 
  Warrior,  Law  Devotion  and  War  Devotion  (all 
  Complete Champion).
  Honored  by  Lord  Torkeep:  Your  exceptional 
  valor earned the respect of Lord Torkeep and his 
  Ebon Guard. If you take the Leadership feat and 
  the cohort from Honor, Duty, Glory, you gain a +2 
  Loyalty bonus to your Leadership  score  for the 
  purposes of determining your cohort's level.
  The Death of Lord Torkeep: Lord Franz Torkeep 
  died in Hades as you fought only meters away. 
  Every  attempt  to  raise  him  has  proven 
  unsuccessful,  and  unrest  grows  throughout  the 
  Shield Lands. You may use the Blessed by Hextor 
  favor  one  additional  time.  But  you  suffer  a  -2 
  penalty to your Leadership score.
  Blessed by Hextor:  You struck  a  mighty blow 
  against the forces  of  Baron Harkan Bloodletter, 
  scattering his daemonic chattel across the bleak 
  expanses of Hades. This has pleased the Scourge 
  of Battle. Once ever you may reroll any d20 result 
  at your table after the result has been determined. 
  The reroll gains a +2 unholy bonus, and you must 
  keep the new result, even if it is worse. Cross off 
  this favor once used.
  SHL9-01 Wars of Glory, Wars of Blood
  Page 19
  
  Baalephaunt the Cornugon, Servant of Hextor: 
  You have made peaceful contact with a powerful 
  servant of Hextor. As long as you are a follower of 
  Hextor,  this  gives  you  Open  access  to  the 
  Contemplative  (Complete  Divine)  and Ordained 
  Champion (Complete Champion) prestige classes.
  Ire  of  Baron  Harkan  Bloodletter:  A  powerful 
  fiendish  warlord  has  taken  personal  offense  at 
  your interruption of his plans. Only time will tell 
  what it means to draw the ire of a mercenary of the 
  Blood  Wars  who  has  thrown  down  multiple  pit 
  fiends.
  Items for the Adventure 
  Record
  Item Access
  APL All:
  •
  Scroll of Benign Transposition (Adventure; 
  Spell Compendium)
  •
  Scroll of Bleakness (Adventure, PHBII)
  •
  Scroll  of  Dragonskin  (Adventure,  Spell 
  Compendium)
  •
  Scroll  of  Slashing  Dispel  (Adventure, 
  PHBII)
  •
  Scroll  of  Spellcaster's  Bane  (Adventure, 
  Spell Compendium)
  •
  Dispeller's Cord (Adventure, MIC)
  •
  Orange  Prism  Ioun  Stone  (Adventure, 
  DMG)
  SHL9-01 Wars of Glory, Wars of Blood
  Page 20
  
  Appendix A
  All APLs
  L O R D F R AN Z T O R K E E P
  CR 21
  Male human Fighter 20
  LG Med humanoid (human)
  Init +8; Senses Listen +2, Spot +2
  Languages Common, Old Oeridian 
  AC 43, touch 18, flat-footed 40
  (+3  Dex,  +13  armor,  +7  shield,  +5  natural,  +5 
  deflection)
  hp 270 (20 HD)
  Fort +24, Ref +15, Will +16
  Speed 20 ft. in full plate (4 squares), base movement 
  20 ft.
  +3 holy lance +32/27/22/17 melee (1d8+13 plus holy)
  +1 sacred longspear +29/24/19/14 melee (1d8+12 plus 
  sacred)
  +1 spiked gauntlet +29/24/19/14 melee (1d4+9)
  Space 5 ft.; Reach 5 ft. (10 ft. with lance or longspear)
  Base Atk +20; Grp +26
  Atk Options Cleave, Combat Expertise, Improved Bull 
  Rush, Karmic Strike, Power Attack, Ride-By Attack, 
  Shock Trooper, Short Haft, Spirited Charge
  Special Actions Combat Reflexes
  Combat Gear 
  Abilities Str 22, Dex 16, Con 22, Int 19, Wis 14, Cha 20
  SQ freedom of movement
  Feats Blind-Fight, Cleave, Combat Expertise, Combat 
  Reflexes,  Great  Cleave,  Improved  Bull  Rush, 
  Improved  Initiative,  Iron  Will,  Karmic  Strike, 
  Leadership,  Melee  Weapon  Master  (piercing), 
  Mounted  Combat,  Power  Attack,  Ride-By  Attack, 
  Shock Trooper, Short Haft, Spirited Charge, Weapon 
  Focus (lance), Weapon Specialization (lance)
  Skills: Diplomacy +15, Handle Animal +28, Intimidate 
  +28, Knowledge (nobility) +9, Ride +25
  Possessions combat gear plus belt of magnificence +6, 
  vest of resistance +5, amulet of natural armor +5, +5 
  deathward mind armor mithral full plate, +5 animated 
  heavy  steel  shield,  ring  of  protection  +5,  ring  of 
  freedom of movement, armbands of might, luckstone
  Power-up  Suite  (karmic  strike,  power  attack  20, 
  shock trooper, spirited charge):
  AC 17, touch -8, flat-footed 14
  (-2 charge, -4 karmic strike, -20 shock trooper, +3 
  Dex, +13 armor, +7 shield, +5 natural, +5 deflection)
  +3 holy lance +34 melee (3d8+195 plus holy)
  M E M B E R O F T H E E B O N G L A I V E
  CR 8
  Male human Fighter 8
  LN Med humanoid (human)
  Init +1; Senses Listen +2, Spot +2
  Languages Common
  AC 21, touch 12, flat-footed 20
  (+1 Dex, +9 armor, +1 deflection)
  hp 82 (8 HD)
  Fort +9, Ref +4, Will +7
  Speed 20 ft. in full plate (4 squares), base movement 
  30 ft.
  +1 glaive +15/10 melee (1d10+9/x3)
  Masterwork composite longbow [STR +3] +9/4 ranged 
  (1d8+3/x3)
  Space 5 ft.; Reach 5 ft. (10 ft. with glaive)
  Base Atk +8; Grp +11
  Atk Options Cleave, Power Attack
  Special Actions Combat Reflexes, Hold the Line
  Combat Gear 
  Abilities Str 16, Dex 12, Con 14, Int 10, Wis 14, Cha 8
  SQ 
  Feats  Cleave,  Combat  Reflexes,  Hold  the  Line, 
  Improved  Toughness,  Iron  Will,  Melee  Weapon 
  Mastery  (slashing),  Power  Attack,  Weapon  Focus 
  (glaive), Weapon Specialization (glaive)
  Skills: Climb +2, Intimidate +10, Jump +5, Knowledge 
  (religion) +3
  Possessions combat gear plus +1 full plate, +1 glaive, 
  cloak of resistance +1, ring of protection +1, ring of 
  brief blessing, weapon capsule retainer
  B A R O N H A R K AN B L O O D L E T T E R
  CR 24
  Elite Deathdrinker Fighter 4/Occult Slayer 2
  CE Huge outsider (chaotic, evil, extraplanar)
  Init +9; Senses true seeing; Listen +30, Spot +30
  Aura unlife (10 ft.)
  Languages Abyssal, Common
  AC 46, touch 13, flat-footed 43
  (-2 size, +3 Dex, +10 armor, +3 shield, +20 natural, 
  +2 deflection)
  SHL9-01 Wars of Glory, Wars of Blood
  Page 21
  
  hp 510 (33 HD); DR 15/good and lawful
  Immune negative energy, poison
  Resist Acid 10, cold 10, electricity 10, and fire 10; SR 
  29
  Fort +35, Ref +24, Will +26
  Speed 35 ft. (7 squares), base movement 50 ft.
  +5  vicious  wounding  magebane  adamantine  falchion 
  +47/42/37/32 melee (3d6+30 plus 2d6 vicious plus 1 
  CON plus magebane, 15-20x2)
  Space 15 ft.; Reach 15 ft.
  Base Atk +27; Grp +46
  Atk Options Cleave, Combat Brute, Combat Reflexes, 
  Great  Cleave,  Improved  Sunder  (+16  to  attack 
  versus medium), Power Attack, Quick Draw, Quicken 
  Spell-Like  Ability  (greater  dispel  magic),  Quicken 
  Spell-Like  Ability  (greater  teleport),  aligned  strike 
  (chaotic, evil), glory in slaughter
  Spell-like Abilities (CL 20th): At will—air walk (self only), 
  greater dispel magic, greater teleport  (self plus 50 
  lbs. of objects only)
  Combat Gear belt of battle (3 charges)
  Abilities Str 38, Dex 16, Con 32, Int 13, Wis 10, Cha 8
  SQ Deathdrink
  Feats Cleave, Combat Brute, Combat Reflexes, Great 
  Cleave,  Improved  Critical  (falchion),  Improved 
  Initiative, Improved Sunder, Iron Will, Melee Weapon 
  Mastery  (slashing),  Power  Attack,  Quick  Draw, 
  Quicken Spell-Like Ability (greater teleport), Quicken 
  Spell-Like  Ability  (greater  dispel  magic),  Weapon 
  Focus (falchion), Weapon Specialization (falchion)
  Skills:  Concentration  +41,  Hide  +22,  Intimidate  +30, 
  Jump +41, Knowledge (arcana) +5, Knowledge (the 
  planes)  +31,  Listen  +30,  Move  Silently  +30, 
  Spellcraft +11, Spot +30, Survival +22 (+2 on other 
  planes)
  Possessions  combat gear plus  +2 deathward mithral 
  full  plate,  +5  vicious  wounding  magebane 
  adamantine  longsword,  +1  animated  deathward 
  heavy steel shield, ring of protection +2, ring of spell 
  turning,  amulet  of  natural  armor  +2,  vest  of 
  resistance +5, gauntlets of ogre power, armbands of 
  might, boots of speed
  True Seeing (Su): As the true seeing spell; continuous; 
  caster level 20th.
  Aura  of  Unlife  (Su):  Creatures  take  2d6  points  of 
  damage  at  the  end  of  each  of  the  deathdrinker's 
  turns if they are within 10 feet of it. This is a negative 
  energy effect. Undead are instead healed of a like 
  amount of damage.
  Glory  in  Slaughter  (Ex):  A  deathdrinker  gains  a  +5 
  morale  bonus  on  attack  rolls,  damage  rolls,  and 
  saving  throws  for  1  minute  after  it  kills  a  worthy 
  opponent (a creature with at least 10 HD).
  Deathdrink  (Su):  If  a  deathdrinker  deals  enough 
  damage to a creature to kill it, with either its death 
  aura or a melee attack, it instantly heals 1d8 points 
  of damage per HD of the creature it killed.
  Power-Up Suite (glory in slaughter, power attack for 
  2 - hasted):
  AC 47, touch 14, flat-footed 43
  (-2 size, +3 Dex, +10 armor, +3 shield, +20 natural, 
  +2 deflection, +1 dodge)
  Fort +40, Ref +30, Will +31
  +5  vicious  wounding  magebane  adamantine  falchion 
  +46/46/41/36/31  melee  (3d6+41  plus  2d6  vicious 
  plus 1 CON plus magebane, 15-20x2)
  SHL9-01 Wars of Glory, Wars of Blood
  Page 22
  
  APL 12
  F O R W AR D S K I R M I S H E R
  CR 11
  Advanced (11 HD) Dark-Templated Ghirrash
  CE Large outsider (extraplanar)
  Init +6; Senses Listen +15, Spot +15; Darkvision 60 
  ft., superior low-light vision
  Languages Abyssal, Common, Infernal 
  AC 21, touch 10, flat-footed 19
  (-2 size, +2 Dex, +11 natural)
  Miss chance 50% Displacement
  hp 121 (11 HD); DR 5/magic
  Immune poison
  Resist Acid 10, cold 10, electricy 10, and fire 10; SR 
  18
  Fort +12, Ref +11, Will +8
  Speed 60 ft. (12 squares), base movement 60 ft.
  4  claws  +17  melee  (1d8+11)  and  bite  +11  melee 
  (1d6+5 plus paralysis)
  Space 15 ft.; Reach 15 ft.
  Base Atk +11; Grp +30
  Atk Options Paralysis, Pounce, Rake 1d8+5
  Combat Gear None
  Abilities Str 32, Dex 14, Con 20, Int 13, Wis 12, Cha 
  15
  SQ Displacement, hide in plain sight
  Feats  Darkstalker,  Improved  Initiative,  Lightning 
  Reflexes, Weapon Focus (claw)
  Skills: Balance +18, Climb +25, Hide +20, Jump +39, 
  Listen +15, Move Silently +22, Spot +15, Survival 
  +15, Tumble +18
  Possessions None
  Paralysis  (Su):  A  creature  hit  by a  ghirrash's  bite 
  attack must make a DC 20 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity 
  to  this  paralysis.  The  save  DC  is  Constitution 
  based. 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack, including two rake attacks.
  Rake  (Ex):  Two  claws,  attack  bonus  +17  melee, 
  damage 1d8+5.
  Displacement  (Su):  A  light-blending  glamer 
  continually surrounds a ghirrash, making it difficult 
  to surmise the creature's true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A  true seeing 
  effect  allows  the  user  to  see  the  ghirrash's 
  position, but see invisibility has no effect.
  Hide in Plain Sight (Ex): A dark-templated creature 
  may use the Hide skill even while being observed 
  (except in natural daylight, the area of a  daylight 
  spell, or a similar effect).
  Power-Up Suite (pouncing):
  AC 19, touch 8, flat-footed 17
  (-2 charge, -2 size, +2 Dex, +11 natural)
  4 claws +19 melee (1d8+11), bite +13 melee (1d6+5 
  plus paralysis) and 2 rakes +19 (1d8+5)
  Skills: Hide +15, Move Silently +17
  E L I T E G E L U G O N
  CR 14
  Elite Gelugon Fighter 1
  CE Large outsider (baatezu, evil, extraplanar, lawful)
  Init  +7;  Senses  Listen  +26,  Spot  +26;  see  in 
  darkness, darkvision 60 ft., telepathy 100 ft.
  Languages Infernal, Celestial, Draconic
  AC 34, touch 16, flat-footed 27
  (-1 size, +7 Dex, +18 natural)
  hp 189 (15 HD); DR 10/good; regeneration 5
  Immune fire and poison
  Resist Acid 10 and cold 10; SR 25
  Fort +19, Ref +16, Will +16
  Speed 40 ft. (8 squares), base movement 40 ft.
  Melee  +25/20/15  masterwork  guisarme  (2d6+13/x3 
  plus slow) and bite +18 melee (2d6+4) and tail +18 
  melee (3d6+4 plus slow)
  OR 2 claws +23 melee (1d10+9) and bite +18 melee 
  (2d6+4) and tail +18 melee (3d6+4 plus slow)
  Space 10 ft.; Reach 10 ft. (20 ft. with guisarme)
  Base Atk +15; Grp +28
  Atk  Options  Cleave,  Combat  Reflexes,  fear  aura, 
  Improved Trip (+17 opposed), Power Attack
  Special Abilities Slow, Summon Baatezu
  Spell-Like Abilities At will, caster level 13—cone of 
  cold  (DC  19),  fly,  ice  storm  (DC  18),  greater 
  teleport  (self  plus  50  pounds  of  objects  only), 
  persistent image  (DC 19),  unholy aura  (DC 22), 
  wall of ice (DC 18)
  Combat Gear Masterwork Guisarme
  Abilities Str 28, Dex 25, Con 26, Int 22, Wis 24, Cha 
  18
  
  SQ 
  Feats Alertness, Cleave, Combat Expertise, Combat 
  Reflexes, Improved Trip, Power Attack, Weapon 
  Focus (guisarme)
  Skills:  Bluff  +21,  Climb  +26,  Concentration  +25, 
  Diplomacy  +8,  Disguise  +4  (+6  when  acting), 
  Intimidate  +24,  Jump  +28,  Knowledge  (arcana) 
  +23,  Knowledge  (planes)  +23,  Knowledge 
  (religion)  +23,  Listen  +26,  Move  Silently  +24, 
  Search  +23,  Sense  Motive  +24,  Spellcraft  +25, 
  Spot +26, Survival +7 (+9 following tracks)
  Possessions Masterwork Guisarme
  Fear Aura (Su): An ice devil can radiate a 10-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 21 Will save or be 
  affected  as though by a  fear  spell  (caster  level 
  13th). A creature that successfully saves cannot be 
  affected again by the same ice devil's aura for 24 
  hours. Other baatezu are immune to the aura.
  Slow  (Su):  A  hit  from  an  ice  devil's  tail  or  spear 
  induces  numbing  cold.  The  opponent  must 
  succeed on a DC 25 Fortitude save or be affected 
  as though by a slow spell for 1d6 rounds.
  Summon Baatezu (Sp): Once per day an ice devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils,  2d4 bone  devils with a 50% chances of 
  success, or another ice devil with a 20% chance of 
  success. This ability is the equivalent of a 4th level 
  spell.
  Regeneration (Ex): An ice devil takes normal damage 
  from  good-aligned  weapons  and  from  spells  or 
  effects with the good descriptor.
  E L I T E V R O C K CR 11
  Advanced (12 HD) Vrock Rogue 1
  CE Large outsider (chaotic, extraplanar, evil, tanar'ri)
  Init +3; Senses Listen +28, Spot +28; Darkvision 60 
  ft., telepathy 100 ft.
  Languages Abyssal, Celestial, Draconic
  AC 23, touch 12, flat-footed 20
  (-1 size, +3 Dex, +11 natural)
  hp 193 (13 HD); DR 10/good
  Immune electricity and poison
  Resist Acid 10, cold 10, and fire 10; SR 19
  Fort +17, Ref +13, Will +12
  Speed 30 ft. (6 squares) or fly 60 ft. (average), base 
  movement 30 ft.
  2 claws +20 melee (2d6+9) and +18 bite (1d8+4) and 
  2 talons +18 melee (1d6+4)
  Space 10 ft.; Reach 10 ft.
  Base Atk +12; Grp +25
  Atk Options Dance of ruin, spores, Staggering Strike, 
  stunning screech
  Special actions summon tanar'ri
  Spell-Like  Abilities  At  will,  caster  level  12—mirror 
  image, telekinesis  (DC 17),  greater teleport  (self 
  plus 50 pounds of objects only); 1/day—heroism
  Combat Gear None
  Abilities Str 28, Dex 17, Con 28, Int 14, Wis 18, Cha 
  14
  SQ Sneak attack +1d6
  Feats Cleave, Combat Reflexes, Multiattack, Power 
  Attack, Staggering Strike
  Skills: Concentration +24, Diplomacy +7, Hide +15, 
  Intimidate  +18,  Knowledge  (planes)  +15,  Listen 
  +28, Move Silently +19, Search +18, Sense Motive 
  +20,  Spellcraft  +17,  Spot  +28,  Survival  +4  (+6 
  following tracks)
  Possessions None
  Dance of Ruin (Su): To use this ability, a group of at 
  least  three  vrocks  must  join  hands  in  a  circle, 
  dancing  wildly  and  chanting.  At  the  end  of  3 
  rounds  of  dancing,  a  wave  of  crackling  energy 
  flashes outward in a 100-foot radius. All creatures 
  except  for  demons  within  the  radius  take  20d6 
  points of damage (Reflex DC 18 half). Stunning, 
  paralyzing, or slaying one of the vrocks stops the 
  dance.
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action. 
  The  spores  automatically  deal  1d8  points  of 
  damage  to  all  creatures  adjacent  to  the  vrock. 
  They then penetrage the skin and grow, dealing an 
  additional 1d4 points of damage each round for 10 
  rounds.  At  the  end  of  this  time,  the  victim  is 
  covered with a tangle of viny growths. (The vines 
  are harmles and wither away in 1d4 days.) A delay 
  poison  spell  stops  the  spores'  growth  for  its 
  duration.  Bless,  neutralize  poison,  or  remove 
  disease  kills  the spores,  as does  sprinkling  the 
  victim with a vial of holy water.
  Stunning Screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures except for 
  demons within a 30-foot radius must succeed on a 
  DC 25 Fortitude save or be stunned for 1 round.
  Summon Tanar'ri  (Sp): Once per day a vrock  can 
  attempt  to  summon  2d10  dretches  or  another 
  vrock with a 35% chance of success. This ability is 
  the equivalent of a 3rd-level spell.
  Power-Up Suite (heroism, mirror image—CL 12):
  Senses Listen +30, Spot +30
  Miss Chance 1d4+4 mirror images
  
  Fort +19, Ref +15, Will +14
  2 claws +22 melee (2d6+9) and +20 bite (1d8+4) and 
  2 talons +20 melee (1d6+4)
  Skills: Concentration +26, Diplomacy +9, Hide +17, 
  Intimidate  +20,  Knowledge  (planes)  +17,  Listen 
  +30, Move Silently +21, Search +20, Sense Motive 
  +22,  Spellcraft  +19,  Spot  +30,  Survival  +6  (+8 
  following tracks)
  V A M P I R E C O U N T E R S P E L L E R
  CR 11
  Male vampire Sorcerer 9
  CE Med undead (augmented humanoid)
  Init +8; Senses Listen +4, Spot +12, darkvision 60 ft
  Languages Common, Ancient Suloise, Abyssal
  AC 20, touch 14, flat-footed 16
  (+4 Dex, +6 natural)
  hp 81 (9 HD); DR 10/silver and magic; fast healing 5
  Resist cold 10 and electricity 10, turn resistance +4
  Fort +5, Ref +11, Will +11
  Speed 30 ft. or spider climb, base movement 30 ft.
  Slam +7 melee (1d6+3 plus 2 negative levels)
  +8 ranged touch
  Space 5 ft.; Reach 5 ft.
  Base Atk +4; Grp +7
  Atk Options Blood Drain, Dominate, Energy Drain
  Special Actions Children of the Night, Create Spawn, 
  Dampen Spell
  Sorcerer Spells Known (CL 9th):
  4th (5/day)— bleakness, slashing dispel
  3rd (8/day)— anticipate teleportation, dragonskin, 
  greater mage armor
  2nd (8/day)— mirror image, scorching ray, see 
  invisibility, web (DC 20)
  1st (8/day)— benign transposition, guided shot, 
  nerveskitter, shield, shock and awe (DC 19)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  Abilities Str 16, Dex 18, Con —, Int 15, Wis 14, Cha 
  25 
  SQ Metamagic specialist (PHBII pg. 61)
  Feats  Alertness,  Combat  Reflexes,  Dampen  Spell, 
  Dodge,  Heighten  Spell,  Improved  Counterspell, 
  Improved  Initiative,  Lightning  Reflexes,  Spell 
  Focus (conjuration), Spell Focus (enchantment)
  Skills:  Bluff  +27,  Concentration  +12,  Hide  +12, 
  Knowledge  (arcana)  +14,  Listen  +12,  Sense 
  Motive +10, Spellcraft +16, Spot +12
  Possessions combat gear plus cloak of charisma +4, 
  vest of resistance +2, dispelling cord (MIC)
  Blood Drain  (Ex):  A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, 
  dealing  1d4  points  of  Constitution  drain  each 
  round the pin is maintained. On each successful 
  attack, the vampire gains 5 temporary hit points.
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures  arrive  in  2d6  rounds  and  serve  the 
  vampire for up to 1 hour.
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is 
  similar to a gaze attack, except that the vampire 
  must  use  a  standard  action,  and  those  merely 
  looking at it are unaffected. Anyone the vampire 
  targets must succeed on a Will save (DC 21) or fall 
  instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The 
  ability has a range of 30 feet.
  Create  Spawn  (Su): A  humanoid  or  monstrous 
  humanoid slain by a vampire’s energy drain rises 
  as  a  vampire  spawn  (see  the  Vampire  Spawn 
  entry, MM page 253) 1d4 days after burial.
  If  the  vampire  instead  drains  the  victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it 
  had 5 or more HD. In either case, the new vampire 
  or spawn is under the command of the vampire 
  that  created  it  and  remains  enslaved  until  its 
  master’s destruction. At any given time, a vampire 
  may have enslaved spawn totaling no more than 
  twice its own Hit Dice, any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires  or  vampire  spawn.  A  vampire  that  is 
  enslaved  may create  and  enslave  spawn  of  its 
  own, so a master vampire can control a number of 
  lesser  vampires  in this  fashion.  A vampire  may 
  voluntarily  free  an  enslaved  spawn  in  order  to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampire’s 
  slam  attack  (or  any  other  natural  weapon  the 
  vampire might possess) gain two negative levels. 
  For  each  negative  level  bestowed,  the  vampire 
  gains 5 temporary hit points. A vampire can use its 
  energy drain ability once per round.
  Alternate  Form  (Su):  A  vampire  can  assume  the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard  action.  This  ability  is  similar  to  a 
  polymorph  spell  cast  by  a  12th-level  character, 
  except that the vampire does not regain hit points 
  for changing form and must choose from among 
  
  the forms mentioned here. While in its alternate 
  form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It 
  can remain in that form until it assumes another or 
  until the next sunrise.
  Gaseous Form (Su): As a standard action, a vampire 
  can  assume  gaseous  form  at  will  as  the  spell 
  (caster  level  5th),  but  it  can  remain  gaseous 
  indefinitely and  has a fly speed of 20 feet with 
  perfect maneuverability.
  Power-Up  Suite  (anticipate  teleportation, 
  bleakness,  dragonskin  [red],  greater  mage 
  armor, mirror image, see invisibility, shield—all 
  CL 9):
  Senses see invisibility
  AC 34, touch 14, flat-footed 30
  (+4 Dex, +6 armor, +4 shield, +10 natural)
  Miss chance 1d4+3 images
  Resist  cold  10,  electricity  10  and  fire  10,  turn 
  resistance +8
  Sorcerer Spells Known (CL 9th):
  4th (4/day)— bleakness, slashing dispel
  3rd (5/day)— anticipate teleportation, dragonskin, 
  greater mage armor
  2nd (6/day)— mirror image, scorching ray, see 
  invisibility, web (DC 20)
  1st (7/day)— benign transposition, guided shot, 
  nerveskitter, shield, shock and awe (DC 19)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  
  APL 14
  F O R W AR D S K I R M I S H E R
  CR 13
  Advanced (15 HD) Dark-Templated Ghirrash
  CE Large outsider (extraplanar)
  Init +6; Senses Listen +19, Spot +19; Darkvision 60 
  ft., superior low-light vision
  Languages Abyssal, Common, Infernal 
  AC 21, touch 10, flat-footed 19
  (-2 size, +2 Dex, +11 natural)
  Miss chance 50% Displacement
  hp 165 (15 HD); DR 5/magic
  Immune poison
  Resist Acid 10, cold 10, electricy 10, and fire 10; SR 
  22
  Fort +14, Ref +13, Will +10
  Speed 60 ft. (12 squares), base movement 60 ft.
  4  claws  +21  melee  (1d8+11)  and  bite  +18  melee 
  (1d6+5 plus paralysis)
  Space 15 ft.; Reach 15 ft.
  Base Atk +15; Grp +34
  Atk Options Paralysis, Pounce, Rake 1d8+5
  Combat Gear None
  Abilities Str 33, Dex 14, Con 20, Int 13, Wis 12, Cha 
  15
  SQ Displacement, hide in plain sight
  Feats Ability Focus (paralysis), Darkstalker, Improved 
  Initiative,  Lightning  Reflexes,  Weapon  Focus 
  (claw)
  Skills: Balance +22, Climb +29, Hide +24, Jump +43, 
  Listen +19, Move Silently +26, Spot +19, Survival 
  +19, Tumble +22
  Possessions None
  Paralysis  (Su):  A  creature  hit  by a  ghirrash's  bite 
  attack must make a DC 24 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity 
  to  this  paralysis.  The  save  DC  is  Constitution 
  based. 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack, including two rake attacks.
  Rake  (Ex):  Two  claws,  attack  bonus  +21  melee, 
  damage 1d8+5.
  Displacement  (Su):  A  light-blending  glamer 
  continually surrounds a ghirrash, making it difficult 
  to surmise the creature's true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A  true seeing 
  effect  allows  the  user  to  see  the  ghirrash's 
  position, but see invisibility has no effect.
  Hide in Plain Sight (Ex): A dark-templated creature 
  may use the Hide skill even while being observed 
  (except in natural daylight, the area of a  daylight 
  spell, or a similar effect).
  Power-Up Suite (pouncing):
  AC 19, touch 8, flat-footed 17
  (-2 charge, -2 size, +2 Dex, +11 natural)
  4 claws +23 melee (1d8+11), bite +20 melee (1d6+5 
  plus paralysis) and 2 rakes +23 (1d8+5)
  Skills: Hide +19, Move Silently +21
  E L I T E G E L U G O N
  CR 16
  Advanced (18 HD) Elite Gelugon Fighter 1
  CE Large outsider (baatezu, evil, extraplanar, lawful)
  Init  +8;  Senses  Listen  +30,  Spot  +30;  see  in 
  darkness, darkvision 60 ft., telepathy 100 ft.
  Languages Infernal, Celestial, Draconic
  AC 34, touch 16, flat-footed 27
  (-1 size, +7 Dex, +18 natural)
  hp 245 (19 HD); DR 10/good; regeneration 5
  Immune fire and poison
  Resist Acid 10 and cold 10; SR 29
  Fort +21, Ref +19, Will +18
  Speed 40 ft. (8 squares), base movement 40 ft.
  Melee
   
  +29/24/19/14
   
  masterwork
   
  guisarme 
  (2d6+13/x3 plus slow) and bite +25 melee (2d6+4) 
  and tail +25 melee (3d6+4 plus slow)
  OR 2 claws +27 melee (1d10+9) and bite +25 melee 
  (2d6+4) and tail +25 melee (3d6+4 plus slow)
  Space 10 ft.; Reach 10 ft. (20 ft. with guisarme)
  Base Atk +19; Grp +32
  Atk  Options  Cleave,  Combat  Reflexes,  fear  aura, 
  Improved Trip (+17 opposed), Power Attack
  Special Abilities Slow, Summon Baatezu
  Spell-Like Abilities At will, caster level 13—cone of 
  cold  (DC  19),  fly,  ice  storm  (DC  18),  greater 
  teleport  (self  plus  50  pounds  of  objects  only), 
  persistent image  (DC 19),  unholy aura  (DC 22), 
  wall of ice (DC 18)
  Combat Gear Masterwork Guisarme
  Abilities Str 28, Dex 26, Con 26, Int 22, Wis 24, Cha 
  18
  SHL9-01 Wars of Glory, Wars of Blood
  Page 27
  
  SQ 
  Feats Alertness, Cleave, Combat Expertise, Combat 
  Reflexes,  Improved  Trip,  Multi-Attack,  Power 
  Attack, Weapon Focus (guisarme)
  Skills:  Bluff  +25,  Climb  +30,  Concentration  +29, 
  Diplomacy  +8,  Disguise  +4  (+6  when  acting), 
  Intimidate  +28,  Jump  +32,  Knowledge  (arcana) 
  +27,  Knowledge  (planes)  +27,  Knowledge 
  (religion)  +27,  Listen  +30,  Move  Silently  +30, 
  Search  +27,  Sense  Motive  +28,  Spellcraft  +29, 
  Spot +30, Survival +7 (+9 following tracks)
  Possessions Masterwork Guisarme
  Fear Aura (Su): An ice devil can radiate a 10-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 23 Will save or be 
  affected  as though by a  fear  spell  (caster  level 
  13th). A creature that successfully saves cannot be 
  affected again by the same ice devil's aura for 24 
  hours. Other baatezu are immune to the aura.
  Slow  (Su):  A  hit  from  an  ice  devil's  tail  or  spear 
  induces  numbing  cold.  The  opponent  must 
  succeed on a DC 27 Fortitude save or be affected 
  as though by a slow spell for 1d6 rounds.
  Summon Baatezu (Sp): Once per day an ice devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils,  2d4 bone  devils with a 50% chances of 
  success, or another ice devil with a 20% chance of 
  success. This ability is the equivalent of a 4th level 
  spell.
  Regeneration (Ex): An ice devil takes normal damage 
  from  good-aligned  weapons  and  from  spells  or 
  effects with the good descriptor.
  E L I T E V R O C K CR 13
  Advanced (14 HD) Vrock Rogue 2
  CE Large outsider (chaotic, extraplanar, evil, tanar'ri)
  Init +4; Senses Listen +31, Spot +31; Darkvision 60 
  ft., telepathy 100 ft.
  Languages Abyssal, Celestial, Draconic
  AC 24, touch 13, flat-footed 20
  (-1 size, +4 Dex, +11 natural)
  hp 236 (16 HD); DR 10/good
  Immune electricity and poison
  Resist Acid 10, cold 10, and fire 10; SR 21
  Fort +18, Ref +16, Will +15
  Speed 30 ft. (6 squares) or fly 60 ft. (average), base 
  movement 30 ft.
  2 claws +23 melee (2d6+9) and +21 bite (1d8+4) and 
  2 talons +21 melee (1d6+4)
  Space 10 ft.; Reach 10 ft.
  Base Atk +15; Grp +28
  Atk Options Dance of ruin, spores, Staggering Strike, 
  stunning screech
  Special actions summon tanar'ri
  Spell-Like  Abilities  At  will,  caster  level  12—mirror 
  image, telekinesis  (DC 17),  greater teleport  (self 
  plus 50 pounds of objects only); 1/day—heroism
  Combat Gear None
  Abilities Str 28, Dex 18, Con 28, Int 14, Wis 18, Cha 
  14
  SQ evasion, Sneak attack +1d6
  Feats  Cleave,  Combat  Reflexes,  Iron  Will, 
  Multiattack, Power Attack, Staggering Strike
  Skills: Concentration +26, Diplomacy +10, Hide +18, 
  Intimidate  +21,  Knowledge  (planes)  +17,  Listen 
  +31, Move Silently +22, Search +21, Sense Motive 
  +23,  Spellcraft  +19,  Spot  +31,  Survival  +4  (+6 
  following tracks)
  Possessions None
  Dance of Ruin (Su): To use this ability, a group of at 
  least  three  vrocks  must  join  hands  in  a  circle, 
  dancing  wildly  and  chanting.  At  the  end  of  3 
  rounds  of  dancing,  a  wave  of  crackling  energy 
  flashes outward in a 100-foot radius. All creatures 
  except  for  demons  within  the  radius  take  20d6 
  points of damage (Reflex DC 19 half). Stunning, 
  paralyzing, or slaying one of the vrocks stops the 
  dance.
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action. 
  The  spores  automatically  deal  1d8  points  of 
  damage  to  all  creatures  adjacent  to  the  vrock. 
  They then penetrage the skin and grow, dealing an 
  additional 1d4 points of damage each round for 10 
  rounds.  At  the  end  of  this  time,  the  victim  is 
  covered with a tangle of viny growths. (The vines 
  are harmles and wither away in 1d4 days.) A delay 
  poison  spell  stops  the  spores'  growth  for  its 
  duration.  Bless,  neutralize  poison,  or  remove 
  disease  kills  the spores,  as does  sprinkling  the 
  victim with a vial of holy water.
  Stunning Screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures except for 
  demons within a 30-foot radius must succeed on a 
  DC 26 Fortitude save or be stunned for 1 round.
  Summon Tanar'ri  (Sp): Once per day a vrock  can 
  attempt  to  summon  2d10  dretches  or  another 
  vrock with a 35% chance of success. This ability is 
  the equivalent of a 3rd-level spell.
  Power-Up Suite (heroism, mirror image—CL 12):
  Senses Listen +33, Spot +33
  Miss Chance 1d4+4 mirror images
  SHL9-01 Wars of Glory, Wars of Blood
  Page 28
  
  Fort +20, Ref +18, Will +17
  2 claws +25 melee (2d6+9) and +23 bite (1d8+4) and 
  2 talons +23 melee (1d6+4)
  Skills: Concentration +28, Diplomacy +12, Hide +20, 
  Intimidate  +23,  Knowledge  (planes)  +19,  Listen 
  +33, Move Silently +24, Search +23, Sense Motive 
  +25,  Spellcraft  +21,  Spot  +33,  Survival  +6  (+8 
  following tracks)
  V A M P I R E C O U N T E R S P E L L E R
  CR 13
  Male vampire Sorcerer 11
  CE Med undead (augmented humanoid)
  Init +8; Senses Listen +4, Spot +12, darkvision 60 ft
  Languages Common, Ancient Suloise, Abyssal
  AC 21, touch 15, flat-footed 17
  (+4 Dex, +6 natural, +1 deflection)
  hp 99 (11 HD); DR 10/silver and magic; fast healing 5
  Resist cold 10 and electricity 10, turn resistance +4
  Fort +7, Ref +13, Will +14
  Speed 30 ft. or spider climb, base movement 30 ft.
  Slam +8 melee (1d6+3 plus 2 negative levels)
  +9 ranged touch
  Space 5 ft.; Reach 5 ft.
  Base Atk +5; Grp +8
  Atk Options Blood Drain, Dominate, Energy Drain
  Special Actions Children of the Night, Create Spawn, 
  Dampen Spell
  Sorcerer Spells Known (CL 11th):
  5th (5/day)— feeblemind (DC 23), wall of force
  4th (7/day)— bleakness, dragonbreath (DC 21), 
  slashing dispel
  3rd (8/day)— anticipate teleportation, dragonskin, 
  greater mage armor, spellcaster's bane
  2nd (8/day)— mirror image, scorching ray, see 
  invisibility, web (DC 20)
  1st (8/day)— benign transposition, guided shot, 
  nerveskitter, shield, shock and awe (DC 19)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  Abilities Str 16, Dex 18, Con —, Int 15, Wis 14, Cha 
  25 
  SQ Metamagic specialist (PHBII pg. 61)
  Feats  Alertness,  Combat  Reflexes,  Dampen  Spell, 
  Dodge,  Heighten  Spell,  Improved  Counterspell, 
  Improved  Initiative,  Lightning  Reflexes,  Spell 
  Focus (conjuration), Spell Focus (enchantment)
  Skills:  Bluff  +29,  Concentration  +14,  Hide  +12, 
  Knowledge  (arcana)  +16,  Listen  +12,  Sense 
  Motive +10, Spellcraft +18, Spot +12
  Possessions combat gear plus cloak of charisma +4, 
  vest  of  resistance  +4,  ring  of  protection  +1, 
  dispelling cord (MIC)
  Blood Drain  (Ex):  A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, 
  dealing  1d4  points  of  Constitution  drain  each 
  round the pin is maintained. On each successful 
  attack, the vampire gains 5 temporary hit points.
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures  arrive  in  2d6  rounds  and  serve  the 
  vampire for up to 1 hour.
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is 
  similar to a gaze attack, except that the vampire 
  must  use  a  standard  action,  and  those  merely 
  looking at it are unaffected. Anyone the vampire 
  targets must succeed on a Will save (DC 22) or fall 
  instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The 
  ability has a range of 30 feet.
  Create  Spawn  (Su): A  humanoid  or  monstrous 
  humanoid slain by a vampire’s energy drain rises 
  as  a  vampire  spawn  (see  the  Vampire  Spawn 
  entry, MM page 253) 1d4 days after burial.
  If  the  vampire  instead  drains  the  victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it 
  had 5 or more HD. In either case, the new vampire 
  or spawn is under the command of the vampire 
  that  created  it  and  remains  enslaved  until  its 
  master’s destruction. At any given time, a vampire 
  may have enslaved spawn totaling no more than 
  twice its own Hit Dice, any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires  or  vampire  spawn.  A  vampire  that  is 
  enslaved  may create  and  enslave  spawn  of  its 
  own, so a master vampire can control a number of 
  lesser  vampires  in this  fashion.  A vampire  may 
  voluntarily  free  an  enslaved  spawn  in  order  to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampire’s 
  slam  attack  (or  any  other  natural  weapon  the 
  vampire might possess) gain two negative levels. 
  For  each  negative  level  bestowed,  the  vampire 
  gains 5 temporary hit points. A vampire can use its 
  energy drain ability once per round.
  Alternate  Form  (Su):  A  vampire  can  assume  the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  SHL9-01 Wars of Glory, Wars of Blood
  Page 29
  
  standard  action.  This  ability  is  similar  to  a 
  polymorph  spell  cast  by  a  12th-level  character, 
  except that the vampire does not regain hit points 
  for changing form and must choose from among 
  the forms mentioned here. While in its alternate 
  form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It 
  can remain in that form until it assumes another or 
  until the next sunrise.
  Gaseous Form (Su): As a standard action, a vampire 
  can  assume  gaseous  form  at  will  as  the  spell 
  (caster  level  5th),  but  it  can  remain  gaseous 
  indefinitely and  has a fly speed of 20 feet with 
  perfect maneuverability.
  Power-Up  Suite  (anticipate  teleportation, 
  bleakness,  dragonskin  [red],  greater  mage 
  armor,  mirror  image,  see  invisibility,  shield, 
  spellcaster's bane—all CL 11):
  Senses see invisibility
  AC 36, touch 15, flat-footed 32
  (+4  Dex,  +6  armor,  +4  shield,  +11  natural,  +1 
  deflection)
  Miss chance 1d4+4 images
  Resist  cold  10,  electricity  10  and  fire  20,  turn 
  resistance +8
  Sorcerer Spells Known (CL 11th):
  5th (5/day)— feeblemind (DC 23), wall of force
  4th (6/day)— bleakness, dragon breath (DC 21), 
  slashing dispel
  3rd (5/day)— anticipate teleportation, dragonskin, 
  greater mage armor, spellcaster's bane
  2nd (6/day)— glitterdust (DC 20), mirror image, 
  scorching ray, see invisibility, web (DC 20)
  1st (8/day)— benign transposition, guided shot, 
  nerveskitter, shield, shock and awe (DC 19)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, message, open/close, 
  prestidigitation, ray of frost, read magic
  SHL9-01 Wars of Glory, Wars of Blood
  Page 30
  
  APL 16
  F O R W AR D S K I R M I S H E R
  CR 16
  Advanced (21 HD) Dark-Templated Ghirrash
  CE Large outsider (extraplanar)
  Init +6; Senses Listen +25, Spot +25; Darkvision 60 
  ft., superior low-light vision
  Languages Abyssal, Common, Infernal 
  AC 21, touch 10, flat-footed 19
  (-2 size, +2 Dex, +11 natural)
  Miss chance 50% Displacement
  hp 231 (21 HD); DR 5/magic
  Immune poison
  Resist Acid 10, cold 10, electricy 10, and fire 10; SR 
  28
  Fort +17, Ref +16, Will +15
  Speed 60 ft. (12 squares), base movement 60 ft.
  4  claws  +28  melee  (1d8+12)  and  bite  +25  melee 
  (1d6+6 plus paralysis)
  Space 15 ft.; Reach 15 ft.
  Base Atk +21; Grp +41
  Atk Options Paralysis, Pounce, Rake 1d8+6
  Combat Gear None
  Abilities Str 35, Dex 14, Con 20, Int 13, Wis 12, Cha 
  15
  SQ Displacement, hide in plain sight
  Feats Ability Focus (paralysis), Darkstalker, Improved 
  Initiative, Iron Will, Lightning Reflexes, Skill Focus 
  (hide), Weapon Focus (claw)
  Skills: Balance +28, Climb +36, Hide +33, Jump +50, 
  Listen +25, Move Silently +32, Spot +25, Survival 
  +25, Tumble +28
  Possessions None
  Paralysis  (Su):  A  creature  hit  by a  ghirrash's  bite 
  attack must make a DC 27 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity 
  to  this  paralysis.  The  save  DC  is  Constitution 
  based. 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack, including two rake attacks.
  Rake  (Ex):  Two  claws,  attack  bonus  +28  melee, 
  damage 1d8+6.
  Displacement  (Su):  A  light-blending  glamer 
  continually surrounds a ghirrash, making it difficult 
  to surmise the creature's true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A  true seeing 
  effect  allows  the  user  to  see  the  ghirrash's 
  position, but see invisibility has no effect.
  Hide in Plain Sight (Ex): A dark-templated creature 
  may use the Hide skill even while being observed 
  (except in natural daylight, the area of a  daylight 
  spell, or a similar effect).
  Power-Up Suite (pouncing):
  AC 19, touch 8, flat-footed 17
  (-2 charge, -2 size, +2 Dex, +11 natural)
  4 claws +30 melee (1d8+12), bite +27 melee (1d6+6 
  plus paralysis) and 2 rakes +30 (1d8+6)
  Skills: Hide +33, Move Silently +32
  E L I T E G E L U G O N
  CR 18
  Advanced (22 HD) Elite Gelugon Fighter 1
  CE Large outsider (baatezu, evil, extraplanar, lawful)
  Init  +8;  Senses  Listen  +34,  Spot  +34;  see  in 
  darkness, darkvision 60 ft., telepathy 100 ft.
  Languages Infernal, Celestial, Draconic
  AC 40, touch 18, flat-footed 32
  (-1  size,  +8  Dex,  +3  armor,  +19  natural,  +1 
  deflection)
  hp 311 (23 HD); DR 10/good; regeneration 5
  Immune fire and poison
  Resist Acid 10 and cold 10; SR 33
  Fort +23, Ref +21, Will +21
  Speed 40 ft. (8 squares), base movement 40 ft.
  Melee +33/28/23/18 +1 wounding guisarme (2d6+14/
  x3 plus  1 CON plus  slow)  and  bite  +29 melee 
  (2d6+4) and tail +29 melee (3d6+4 plus slow)
  OR 2 claws +31 melee (1d10+9) and bite +29 melee 
  (2d6+4) and tail +29 melee (3d6+4 plus slow)
  Space 10 ft.; Reach 10 ft. (20 ft. with guisarme)
  Base Atk +23; Grp +36
  Atk Options Cleave, Close-Quarters Fighting, Combat 
  Reflexes, fear aura, Improved Trip (+17 opposed), 
  Power Attack
  Special Abilities Slow, Summon Baatezu
  Spell-Like Abilities At will, caster level 13—cone of 
  cold  (DC  19),  fly,  ice  storm  (DC  18),  greater 
  teleport  (self  plus  50  pounds  of  objects  only), 
  persistent image  (DC 19),  unholy aura  (DC 22), 
  wall of ice (DC 18)
  Combat Gear Masterwork Guisarme
  
  Abilities Str 29, Dex 26, Con 26, Int 22, Wis 24, Cha 
  18
  SQ 
  Feats  Alertness,  Cleave,  Close-Quarters  Fighting, 
  Combat  Expertise,  Combat  Reflexes,  Improved 
  Trip, Multi-Attack, Power Attack, Weapon  Focus 
  (guisarme)
  Skills:  Bluff  +29,  Climb  +34,  Concentration  +34, 
  Diplomacy  +8,  Disguise  +4  (+6  when  acting), 
  Intimidate  +32,  Jump  +36,  Knowledge  (arcana) 
  +31,  Knowledge  (planes)  +31,  Knowledge 
  (religion)  +31,  Listen  +34,  Move  Silently  +35, 
  Search  +31,  Sense  Motive  +32,  Spellcraft  +33, 
  Spot +34, Survival +7 (+9 following tracks)
  Possessions  +1  wounding  guisarme, +2  padded 
  armor,  ring  of  protection  +1,  amulet  of  natural 
  armor +1
  Fear Aura (Su): An ice devil can radiate a 10-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 25 Will save or be 
  affected  as though by a  fear  spell  (caster  level 
  13th). A creature that successfully saves cannot be 
  affected again by the same ice devil's aura for 24 
  hours. Other baatezu are immune to the aura.
  Slow  (Su):  A  hit  from  an  ice  devil's  tail  or  spear 
  induces  numbing  cold.  The  opponent  must 
  succeed on a DC 29 Fortitude save or be affected 
  as though by a slow spell for 1d6 rounds.
  Summon Baatezu (Sp): Once per day an ice devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils,  2d4 bone  devils with a 50% chances of 
  success, or another ice devil with a 20% chance of 
  success. This ability is the equivalent of a 4th level 
  spell.
  Regeneration (Ex): An ice devil takes normal damage 
  from  good-aligned  weapons  and  from  spells  or 
  effects with the good descriptor.
  E L I T E V R O C K CR 15
  Advanced (16 HD) Vrock Rogue 2
  CE Huge outsider (chaotic, extraplanar, evil, tanar'ri)
  Init +7; Senses Listen +33, Spot +33; Darkvision 60 
  ft., telepathy 100 ft.
  Languages Abyssal, Celestial, Draconic
  AC 25, touch 11, flat-footed 22
  (-2 size, +3 Dex, +14 natural)
  hp 302 (18 HD); DR 10/good
  Immune electricity and poison
  Resist Acid 10, cold 10, and fire 10; SR 23
  Fort +21, Ref +16, Will +16
  Speed 30 ft. (6 squares) or fly 60 ft. (average), base 
  movement 30 ft.
  2 claws +28 melee (3d6+13) and +26 bite (2d6+6) 
  and 2 talons +26 melee (1d8+6)
  Space 15 ft.; Reach 15 ft.
  Base Atk +17; Grp +38
  Atk Options Dance of ruin, spores, Staggering Strike, 
  stunning screech
  Special actions summon tanar'ri
  Spell-Like  Abilities  At  will,  caster  level  12—mirror 
  image, telekinesis  (DC 17),  greater teleport  (self 
  plus 50 pounds of objects only); 1/day—heroism
  Combat Gear None
  Abilities Str 36, Dex 16, Con 32, Int 14, Wis 18, Cha 
  14
  SQ evasion, Sneak attack +1d6
  Feats Cleave, Combat Reflexes, Improved Initiative, 
  Iron  Will,  Multiattack,  Power  Attack,  Staggering 
  Strike
  Skills: Concentration +30, Diplomacy +10, Hide +15, 
  Intimidate  +23,  Knowledge  (planes)  +19,  Listen 
  +33, Move Silently +23, Search +23, Sense Motive 
  +25,  Spellcraft  +21,  Spot  +33,  Survival  +4  (+6 
  following tracks)
  Possessions None
  Dance of Ruin (Su): To use this ability, a group of at 
  least  three  vrocks  must  join  hands  in  a  circle, 
  dancing  wildly  and  chanting.  At  the  end  of  3 
  rounds  of  dancing,  a  wave  of  crackling  energy 
  flashes outward in a 100-foot radius. All creatures 
  except  for  demons  within  the  radius  take  20d6 
  points of damage (Reflex DC 20 half). Stunning, 
  paralyzing, or slaying one of the vrocks stops the 
  dance.
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action. 
  The  spores  automatically  deal  1d8  points  of 
  damage  to  all  creatures  adjacent  to  the  vrock. 
  They then penetrage the skin and grow, dealing an 
  additional 1d4 points of damage each round for 10 
  rounds.  At  the  end  of  this  time,  the  victim  is 
  covered with a tangle of viny growths. (The vines 
  are harmles and wither away in 1d4 days.) A delay 
  poison  spell  stops  the  spores'  growth  for  its 
  duration.  Bless,  neutralize  poison,  or  remove 
  disease  kills  the spores,  as does  sprinkling  the 
  victim with a vial of holy water.
  Stunning Screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures except for 
  demons within a 30-foot radius must succeed on a 
  DC 29 Fortitude save or be stunned for 1 round.
  Summon Tanar'ri  (Sp): Once per day a vrock  can 
  attempt  to  summon  2d10  dretches  or  another 
  
  vrock with a 35% chance of success. This ability is 
  the equivalent of a 3rd-level spell.
  Power-Up Suite (heroism, mirror image—CL 12):
  Senses Listen +35, Spot +35
  Miss Chance 1d4+4 mirror images
  Fort +23, Ref +18, Will +18
  2 claws +30 melee (3d6+13) and +28 bite (2d6+6) 
  and 2 talons +28 melee (1d8+6)
  Skills: Concentration +32, Diplomacy +12, Hide +17, 
  Intimidate  +25,  Knowledge  (planes)  +21,  Listen 
  +35, Move Silently +25, Search +25, Sense Motive 
  +27,  Spellcraft  +23,  Spot  +35,  Survival  +6  (+8 
  following tracks)
  V A M P I R E C O U N T E R S P E L L E R
  CR 15
  Male vampire Sorcerer 13
  CE Med undead (augmented humanoid)
  Init +8; Senses Listen +4, Spot +12, darkvision 60 ft
  Languages Common, Ancient Suloise, Abyssal
  AC 21, touch 15, flat-footed 17
  (+4 Dex, +6 natural, +1 deflection)
  hp 117 (13 HD); DR 10/silver and magic; fast healing 
  5
  Resist cold 10 and electricity 10, turn resistance +4
  Fort +8, Ref +14, Will +15
  Speed 30 ft. or spider climb, base movement 30 ft.
  Slam +9 melee (1d6+3 plus 2 negative levels)
  +10 ranged touch
  Space 5 ft.; Reach 5 ft.
  Base Atk +6; Grp +9
  Atk Options Blood Drain, Dominate, Energy Drain
  Special Actions Children of the Night, Create Spawn, 
  Dampen Spell
  Sorcerer Spells Known (CL 13th):
  6th (5/day)— disintegrate (DC 25), greater dispel 
  magic
  5th (8/day)— duelward, feeblemind (DC 25), wall of 
  force
  4th (8/day)— bleakness, dragonbreath (DC 23), 
  Otiluke's resilient sphere (DC 23), slashing 
  dispel
  3rd (8/day)— anticipate teleportation, dragonskin, 
  greater mage armor, spellcaster's bane
  2nd (8/day)— mirror image, scorching ray, see 
  invisibility, web (DC 22)
  1st (9/day)— benign transposition, combat 
  readiness, guided shot, shield, shock and awe 
  (DC 21)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  Combat gear ring of counterspells (reciprocal gyre)
  Abilities Str 16, Dex 18, Con —, Int 15, Wis 14, Cha 
  28 
  SQ Metamagic specialist (PHBII pg. 61)
  Feats  Alertness,  Combat  Reflexes,  Dampen  Spell, 
  Dodge,  Heighten  Spell,  Improved  Counterspell, 
  Improved Initiative, Lightning Reflexes, Skill Focus 
  (spellcraft), Spell Focus (conjuration), Spell Focus 
  (enchantment)
  Skills:  Bluff  +33,  Concentration  +16,  Hide  +12, 
  Knowledge  (arcana)  +18,  Listen  +12,  Sense 
  Motive +10, Spellcraft +23, Spot +12
  Possessions combat gear plus cloak of charisma +6, 
  vest  of  resistance  +4,  ring  of  protection  +1, 
  dispelling cord (MIC)
  Blood Drain  (Ex):  A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, 
  dealing  1d4  points  of  Constitution  drain  each 
  round the pin is maintained. On each successful 
  attack, the vampire gains 5 temporary hit points.
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures  arrive  in  2d6  rounds  and  serve  the 
  vampire for up to 1 hour.
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is 
  similar to a gaze attack, except that the vampire 
  must  use  a  standard  action,  and  those  merely 
  looking at it are unaffected. Anyone the vampire 
  targets must succeed on a Will save (DC 25) or fall 
  instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The 
  ability has a range of 30 feet.
  Create  Spawn  (Su): A  humanoid  or  monstrous 
  humanoid slain by a vampire’s energy drain rises 
  as  a  vampire  spawn  (see  the  Vampire  Spawn 
  entry, MM page 253) 1d4 days after burial.
  If  the  vampire  instead  drains  the  victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it 
  had 5 or more HD. In either case, the new vampire 
  or spawn is under the command of the vampire 
  that  created  it  and  remains  enslaved  until  its 
  master’s destruction. At any given time, a vampire 
  may have enslaved spawn totaling no more than 
  
  twice its own Hit Dice, any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires  or  vampire  spawn.  A  vampire  that  is 
  enslaved  may create  and  enslave  spawn  of  its 
  own, so a master vampire can control a number of 
  lesser  vampires  in this  fashion.  A vampire  may 
  voluntarily  free  an  enslaved  spawn  in  order  to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampire’s 
  slam  attack  (or  any  other  natural  weapon  the 
  vampire might possess) gain two negative levels. 
  For  each  negative  level  bestowed,  the  vampire 
  gains 5 temporary hit points. A vampire can use its 
  energy drain ability once per round.
  Alternate  Form  (Su):  A  vampire  can  assume  the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard  action.  This  ability  is  similar  to  a 
  polymorph  spell  cast  by  a  12th-level  character, 
  except that the vampire does not regain hit points 
  for changing form and must choose from among 
  the forms mentioned here. While in its alternate 
  form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It 
  can remain in that form until it assumes another or 
  until the next sunrise.
  Gaseous Form (Su): As a standard action, a vampire 
  can  assume  gaseous  form  at  will  as  the  spell 
  (caster  level  5th),  but  it  can  remain  gaseous 
  indefinitely and  has a fly speed of 20 feet with 
  perfect maneuverability.
  Power-Up  Suite  (anticipate  teleportation, 
  bleakness,  combat  readiness,  dragonskin 
  [red],  duelward,  greater  mage  armor,  mirror 
  image,  see  invisibility,  shield,  spellcaster's 
  bane—all CL 13):
  Init +12; Senses see invisibility
  AC 36, touch 15, flat-footed 32
  (+4  Dex,  +6  armor,  +4  shield,  +11  natural,  +1 
  deflection)
  Miss chance 1d4+4 images
  Resist  cold  10,  electricity  10  and  fire  20,  turn 
  resistance +8
  Sorcerer Spells Known (CL 13th):
  6th (5/day)— disintegrate (DC 25), greater dispel 
  magic
  5th (7/day)— duelward, feeblemind (DC 25), wall of 
  force
  4th (7/day)— bleakness, dragonbreath (DC 23), 
  Otiluke's resilient sphere (DC 23), slashing 
  dispel
  3rd (5/day)— anticipate teleportation, dragonskin, 
  greater mage armor, spellcaster's bane
  2nd (6/day)— mirror image, scorching ray, see 
  invisibility, web (DC 22)
  1st (8/day)— benign transposition, combat 
  readiness, guided shot, shield, shock and awe 
  (DC 21)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  A D V A N C E D I R O N G O L E M
  CR 17
  Advanced (30 HD) Iron Golem
  N Huge construct
  Init -1; Senses Listen +0, Spot +0; Darkvision 60 ft., 
  low-light vision
  Languages None
  AC 32, touch 7, flat-footed 31
  (-2 size, -1 Dex, +25 natural)
  hp 265 (30 HD); DR 15/adamantine
  Immune immunity to magic
  Fort +10, Ref +9, Will +10
  Speed 20 ft. (4 squares), base movement 20 ft.
  2 slams +36 melee (2d10+16) 
  Space 15 ft.; Reach 15 ft.
  Base Atk +22; Grp +46
  Atk Options Breath weapon
  Combat Gear None
  Abilities Str 43, Dex 8, Con –, Int –, Wis 11, Cha 1
  SQ construct traits
  Feats –
  Skills: --
  Possessions None
  Breath  Weapon  (Su):  15-foot  cube,  cloud  of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1  rounds;  initial  damage  1d4  Con,  secondary 
  damage 3d4 Con, Fortitude DC 25 negates.
  
  APL 18
  F O R W AR D S K I R M I S H E R
  CR 18
  Elite  Advanced  (21  HD)  Dark-Templated  Ghirrash 
  Barbarian 1/Scout 1
  CE Large outsider (extraplanar)
  Init +6; Senses Listen +28, Spot +28; Darkvision 60 
  ft., superior low-light vision
  Languages Abyssal, Common, Infernal 
  AC 21, touch 10, flat-footed 19
  (-2 size, +2 Dex, +11 natural)
  Miss chance 50% Displacement
  hp 302 (23 HD); DR 5/magic
  Immune poison
  Resist Acid 10, cold 10, electricy 10, and fire 10; SR 
  28
  Fort +21, Ref +18, Will +16
  Speed 70 ft. (14 squares), base movement 70 ft.
  4  claws  +32  melee  (1d8+15)  and  bite  +29  melee 
  (1d6+7 plus paralysis)
  Space 15 ft.; Reach 15 ft.
  Base Atk +22; Grp +45
  Atk Options Paralysis, Pounce, Rake 1d8+7
  Special Abilities Rage 1/day, Skirmish +1d6
  Combat Gear None
  Abilities Str 40, Dex 17, Con 24, Int 11, Wis 14, Cha 
  15
  SQ Displacement, hide in plain sight
  Feats Ability Focus (paralysis), Darkstalker, Improved 
  Initiative, Iron Will, Lightning Reflexes, Skill Focus 
  (hide), Weapon Focus (claw)
  Skills: Balance +28, Climb +42, Hide +35, Jump +55, 
  Listen +28, Move Silently +34, Spot +28, Tumble 
  +28
  Possessions None
  Paralysis  (Su):  A  creature  hit  by a  ghirrash's  bite 
  attack must make a DC 29 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity 
  to  this  paralysis.  The  save  DC  is  Constitution 
  based. 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack, including two rake attacks.
  Rake  (Ex):  Two  claws,  attack  bonus  +32  melee, 
  damage 1d8+7.
  Displacement  (Su):  A  light-blending  glamer 
  continually surrounds a ghirrash, making it difficult 
  to surmise the creature's true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A  true seeing 
  effect  allows  the  user  to  see  the  ghirrash's 
  position, but see invisibility has no effect.
  Hide in Plain Sight (Ex): A dark-templated creature 
  may use the Hide skill even while being observed 
  (except in natural daylight, the area of a  daylight 
  spell, or a similar effect).
  Rage (Ex): A barbarian can fly into a frenzy during 
  which it temporarily gains a +4 bonus to Strength, 
  a +4 bonus to Constitution, and a +2 morale bonus 
  on Will saves, but it takes a -2 penalty to Armor 
  Class. (See PHB pg. 25)
  Skirmish (Ex): A scout deals an extra 1d6 points of 
  damage on all attacks it makes during any round it 
  moves at least 10 feet.
  Power-Up Suite (raging,  pouncing –  freedom of 
  movement, greater mage armor, greater magic 
  weapon, haste, mass bear's endurance, mass 
  bull's strength, superior resistance, true seeing 
  – all CL 20):
  AC 24, touch 7, flat-footed 21
  (-2 charge, -2 rage, -2 size, +2 Dex, +6 armor, +11 
  natural, +1 dodge)
  hp 394 (23 HD)
  Fort +29, Ref +25, Will +24
  Speed 100 ft. (12 squares), base movement 70 ft.
  4 claws +44 melee (1d8+24 plus 1d6), bite +41 melee 
  (1d6+14 plus 1d6 plus paralysis), and 2 rakes +44 
  (1d8+14 plus 1d6)
  Grp +49
  Abilities Str 44, Con 28
  Skills: Climb +44, Hide +28, Jump +69, Move Silently 
  +27
  E L I T E G E L U G O N
  CR 21
  Advanced  (24  HD)  Elite  Gelugon  Fighter  1/Occult 
  Slayer 2
  CE Large outsider (baatezu, evil, extraplanar, lawful)
  Init  +12;  Senses  Listen  +36,  Spot  +36;  see  in 
  darkness, darkvision 60 ft., telepathy 100 ft.
  Languages Infernal, Celestial, Draconic
  AC 41, touch 19, flat-footed 33
  (-1  size,  +8  Dex,  +3  armor,  +19  natural,  +2 
  deflection)
  hp 367 (27 HD); DR 10/good; regeneration 5
  Immune fire and poison
  
  Resist Acid 10 and cold 10; SR 33
  Fort  +24,  Ref  +22,  Will  +25  (all  saves  +1  versus 
  spells and spell-like abilities)
  Speed 40 ft. (8 squares), base movement 40 ft.
  Melee +38/33/28/23 +1 wounding guisarme (2d6+16/
  x3 plus 1 CON plus slow plus weapon bond) and 
  bite +34 melee (2d6+5) and tail +34 melee (3d6+5 
  plus slow)
  OR 2 claws +36 melee (1d10+10) and bite +34 melee 
  (2d6+5) and tail +34 melee (3d6+5 plus slow)
  Space 10 ft.; Reach 10 ft. (20 ft. with guisarme)
  Base Atk +27; Grp +40
  Atk Options Cleave, Close-Quarters Fighting, Combat 
  Reflexes, fear aura, Improved Trip (+20 opposed), 
  Power Attack, Vicious Strike
  Special  Abilities  Slow,  Summon  Baatezu,  weapon 
  bond
  Spell-Like Abilities At will, caster level 13—cone of 
  cold  (DC  19),  fly,  ice  storm  (DC  18),  greater 
  teleport  (self  plus  50  pounds  of  objects  only), 
  persistent image  (DC 19),  unholy aura  (DC 22), 
  wall of ice (DC 18)
  Combat Gear Masterwork Guisarme
  Abilities Str 30, Dex 26, Con 26, Int 22, Wis 24, Cha 
  18
  SQ Magical defense +1
  Feats  Alertness,  Cleave,  Close-Quarters  Fighting, 
  Combat  Expertise,  Combat  Reflexes,  Improved 
  Initiative,  Improved  Trip,  Multi-Attack,  Power 
  Attack, Weapon Focus (guisarme)
  Skills:  Bluff  +33,  Climb  +37,  Concentration  +36, 
  Diplomacy  +10,  Disguise  +4  (+6  when  acting), 
  Intimidate  +36,  Jump  +39,  Knowledge  (arcana) 
  +35,  Knowledge  (planes)  +33,  Knowledge 
  (religion)  +33,  Listen  +36,  Move  Silently  +37, 
  Search  +33,  Sense  Motive  +36,  Spellcraft  +37, 
  Spot +36, Survival +7 (+9 following tracks)
  Possessions  +1  wounding  guisarme, +2  padded 
  armor,  ring  of  protection  +2,  amulet  of  natural 
  armor +1, boots of speed, armbands of might
  Fear Aura (Su): An ice devil can radiate a 10-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 26 Will save or be 
  affected  as though by a  fear  spell  (caster  level 
  13th). A creature that successfully saves cannot be 
  affected again by the same ice devil's aura for 24 
  hours. Other baatezu are immune to the aura.
  Slow  (Su):  A  hit  from  an  ice  devil's  tail  or  spear 
  induces  numbing  cold.  The  opponent  must 
  succeed on a DC 30 Fortitude save or be affected 
  as though by a slow spell for 1d6 rounds.
  Summon Baatezu (Sp): Once per day an ice devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils,  2d4 bone  devils with a 50% chances of 
  success, or another ice devil with a 20% chance of 
  success. This ability is the equivalent of a 4th level 
  spell.
  Regeneration (Ex): An ice devil takes normal damage 
  from  good-aligned  weapons  and  from  spells  or 
  effects with the good descriptor.
  Magical  Defense  (Ex):  An  occult  slayer's  constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities.
  Weapon Bond (Su): An occult slayer forms a bond 
  with a chosen weapon that imbues it with the force 
  of  its  hatred  for  spellcasters.  Thereafter,  any 
  successful  attack  it  makes  with  that  weapon 
  against a spellcaster or a creature with spell-like 
  abilities deals an extra 1d6 points of damage.
  Mind over Magic (Su): Starting at 2nd level, an occult 
  slayer  can  cause  a  spell  or  spell-like  ability 
  targeted against it to rebound onto the orginator as 
  a free action. This ability otherwise functions as 
  the spell turning spell (CL 7).
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits.
  Power-Up Suite (power attack 2 - hasted):
  AC 42, touch 20, flat-footed 33
  (-1  size,  +8  Dex,  +3  armor,  +19  natural,  +2 
  deflection, +1 dodge)
  Ref +23 (all saves +1 versus  spells and spell-like 
  abilities)
  Speed 70 ft. (8 squares), base movement 40 ft.
  Melee  +37/37/32/27/22
   +1  wounding  guisarme 
  (2d6+22/x3 plus  1 CON plus slow plus  weapon 
  bond) and bite +33 melee (2d6+9) and tail +33 
  melee (3d6+9 plus slow)
  OR 3 claws +35 melee (1d10+16) and bite +33 melee 
  (2d6+9) and tail +33 melee (3d6+9 plus slow)
  E L I T E V R O C K CR 17
  Advanced (20 HD) Vrock Rogue 2
  CE Huge outsider (chaotic, extraplanar, evil, tanar'ri)
  Init +7; Senses Listen +37, Spot +37; Darkvision 60 
  ft., telepathy 100 ft.
  Languages Abyssal, Celestial, Draconic
  AC 25, touch 11, flat-footed 22
  (-2 size, +3 Dex, +14 natural)
  hp 370 (22 HD); DR 10/good
  Immune electricity and poison
  
  Resist Acid 10, cold 10, and fire 10; SR 27
  Fort +23, Ref +18, Will +18
  Speed 30 ft. (6 squares) or fly 60 ft. (average), base 
  movement 30 ft.
  2 claws +32 melee (3d6+13) and +30 bite (2d6+6) 
  and 2 talons +30 melee (1d8+6)
  Space 15 ft.; Reach 15 ft.
  Base Atk +21; Grp +42
  Atk Options Dance of ruin, spores, Staggering Strike, 
  stunning screech
  Special actions summon tanar'ri
  Spell-Like  Abilities  At  will,  caster  level  12—mirror 
  image, telekinesis  (DC 17),  greater teleport  (self 
  plus 50 pounds of objects only); 1/day—heroism
  Combat Gear None
  Abilities Str 37, Dex 16, Con 32, Int 14, Wis 18, Cha 
  14
  SQ evasion, Sneak attack +1d6
  Feats  Cleave,  Combat  Reflexes,  Great  Cleave, 
  Improved  Initiative,  Iron  Will,  Multiattack,  Power 
  Attack, Staggering Strike
  Skills: Concentration +34, Diplomacy +10, Hide +19, 
  Intimidate  +27,  Knowledge  (planes)  +23,  Listen 
  +37, Move Silently +27, Search +27, Sense Motive 
  +29,  Spellcraft  +25,  Spot  +37,  Survival  +4  (+6 
  following tracks)
  Possessions None
  Dance of Ruin (Su): To use this ability, a group of at 
  least  three  vrocks  must  join  hands  in  a  circle, 
  dancing  wildly  and  chanting.  At  the  end  of  3 
  rounds  of  dancing,  a  wave  of  crackling  energy 
  flashes outward in a 100-foot radius. All creatures 
  except  for  demons  within  the  radius  take  20d6 
  points of damage (Reflex DC 22 half). Stunning, 
  paralyzing, or slaying one of the vrocks stops the 
  dance.
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action. 
  The  spores  automatically  deal  1d8  points  of 
  damage  to  all  creatures  adjacent  to  the  vrock. 
  They then penetrage the skin and grow, dealing an 
  additional 1d4 points of damage each round for 10 
  rounds.  At  the  end  of  this  time,  the  victim  is 
  covered with a tangle of viny growths. (The vines 
  are harmles and wither away in 1d4 days.) A delay 
  poison  spell  stops  the  spores'  growth  for  its 
  duration.  Bless,  neutralize  poison,  or  remove 
  disease  kills  the spores,  as does  sprinkling  the 
  victim with a vial of holy water.
  Stunning Screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures except for 
  demons within a 30-foot radius must succeed on a 
  DC 31 Fortitude save or be stunned for 1 round.
  Summon Tanar'ri  (Sp): Once per day a vrock  can 
  attempt  to  summon  2d10  dretches  or  another 
  vrock with a 35% chance of success. This ability is 
  the equivalent of a 3rd-level spell.
  Power-Up Suite (heroism, mirror image—CL 12):
  Senses Listen +39, Spot +39
  Miss Chance 1d4+4 mirror images
  Fort +25, Ref +20, Will +20
  2 claws +34 melee (3d6+13) and +32 bite (2d6+6) 
  and 2 talons +32 melee (1d8+6)
  Skills: Concentration +36, Diplomacy +12, Hide +21, 
  Intimidate +29, Knowledge (planes) +25, Listen +39, 
  Move Silently +29, Search +29, Sense Motive +31, 
  Spellcraft +27, Spot +39, Survival +6 (+8 following 
  tracks)
  V A M P I R E C O U N T E R S P E L L E R
  CR 17
  Male vampire Sorcerer 14/Archmage 1
  CE Med undead (augmented humanoid)
  Init +11; Senses Listen +4, Spot +12, darkvision 60 ft
  Languages Common, Ancient Suloise, Abyssal
  AC 24, touch 18, flat-footed 17
  (+7 Dex, +6 natural, +1 deflection)
  hp 135 (15 HD); DR 10/silver and magic; fast healing 
  5
  Resist cold 10 and electricity 10, turn resistance +4
  Fort +9, Ref +18, Will +18
  Speed 30 ft. or spider climb, base movement 30 ft.
  Slam +10 melee (1d6+3 plus 2 negative levels)
  +14 ranged touch
  Space 5 ft.; Reach 5 ft.
  Base Atk +7; Grp +10
  Atk Options Blood Drain, Dominate, Energy Drain
  Special  Actions  Arcane  Mastery,  Children  of  the 
  Night, Create Spawn, Dampen Spell, Mastery of 
  Counterspelling
  Sorcerer Spells Known (CL 15th):
  7th (4/day)— limited wish (DC 26), spell turning
  6th (7/day)— disintegrate (DC 25), greater dispel 
  magic, true seeing
  5th (8/day)— arc of lightning (DC 24), duelward, 
  feeblemind (DC 25), wall of force
  
  4th (8/day)— bleakness, dragonbreath (DC 23), 
  Otiluke's resilient sphere (DC 23), slashing 
  dispel
  3rd (8/day)— anticipate teleportation, dragonskin, 
  greater mage armor, spellcaster's bane
  2nd (8/day)— mirror image, scorching ray, see 
  invisibility, web (DC 22)
  1st (9/day)— benign transposition, combat 
  readiness, guided shot, shield, shock and awe 
  (DC 21)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  Combat gear ring of counterspells (greater dispel 
  magic)
  Abilities Str 16, Dex 24, Con —, Int 15, Wis 14, Cha 
  28 
  SQ Metamagic specialist (PHBII pg. 61)
  Feats Alertness, Arcane Mastery, Combat Reflexes, 
  Dampen Spell, Dodge, Heighten Spell, Improved 
  Counterspell,  Improved  Initiative,  Lightning 
  Reflexes,  Skill  Focus  (spellcraft),  Spell  Focus 
  (conjuration), Spell Focus (enchantment)
  Skills:  Bluff  +34,  Concentration  +18,  Hide  +15, 
  Knowledge  (arcana)  +20,  Listen  +12,  Sense 
  Motive +10, Spellcraft +25, Spot +12
  Possessions combat gear plus cloak of charisma +6, 
  gloves of dexterity +6, vest of resistance +5, ring 
  of protection +1, dispelling cord (MIC)
  Blood Drain  (Ex):  A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, 
  dealing  1d4  points  of  Constitution  drain  each 
  round the pin is maintained. On each successful 
  attack, the vampire gains 5 temporary hit points.
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures  arrive  in  2d6  rounds  and  serve  the 
  vampire for up to 1 hour.
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is 
  similar to a gaze attack, except that the vampire 
  must  use  a  standard  action,  and  those  merely 
  looking at it are unaffected. Anyone the vampire 
  targets must succeed on a Will save (DC 26) or fall 
  instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The 
  ability has a range of 30 feet.
  Create  Spawn  (Su): A  humanoid  or  monstrous 
  humanoid slain by a vampire’s energy drain rises 
  as  a  vampire  spawn  (see  the  Vampire  Spawn 
  entry, MM page 253) 1d4 days after burial.
  If  the  vampire  instead  drains  the  victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it 
  had 5 or more HD. In either case, the new vampire 
  or spawn is under the command of the vampire 
  that  created  it  and  remains  enslaved  until  its 
  master’s destruction. At any given time, a vampire 
  may have enslaved spawn totaling no more than 
  twice its own Hit Dice, any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires  or  vampire  spawn.  A  vampire  that  is 
  enslaved  may create  and  enslave  spawn  of  its 
  own, so a master vampire can control a number of 
  lesser  vampires  in this  fashion.  A vampire  may 
  voluntarily  free  an  enslaved  spawn  in  order  to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampire’s 
  slam  attack  (or  any  other  natural  weapon  the 
  vampire might possess) gain two negative levels. 
  For  each  negative  level  bestowed,  the  vampire 
  gains 5 temporary hit points. A vampire can use its 
  energy drain ability once per round.
  Alternate  Form  (Su):  A  vampire  can  assume  the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard  action.  This  ability  is  similar  to  a 
  polymorph  spell  cast  by  a  12th-level  character, 
  except that the vampire does not regain hit points 
  for changing form and must choose from among 
  the forms mentioned here. While in its alternate 
  form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It 
  can remain in that form until it assumes another or 
  until the next sunrise.
  Gaseous Form (Su): As a standard action, a vampire 
  can  assume  gaseous  form  at  will  as  the  spell 
  (caster  level  5th),  but  it  can  remain  gaseous 
  indefinitely and  has a fly speed of 20 feet with 
  perfect maneuverability.
  Power-Up  Suite  (anticipate  teleportation, 
  bleakness,  combat  readiness,  dragonskin 
  [red],  duelward,  greater  mage  armor,  mirror 
  image,  see  invisibility,  shield,  spell  turning, 
  spellcaster's bane, true seeing—all CL 15):
  Init +13; Senses see invisibility
  AC 39, touch 18, flat-footed 32
  (+7  Dex,  +6  armor,  +4  shield,  +11  natural,  +1 
  deflection)
  Miss chance 1d4+4 images
  Resist  cold  10,  electricity  10  and  fire  20,  turn 
  resistance +8
  Sorcerer Spells Known (CL 15th):
  7th (3/day)— limited wish (DC 26), spell turning
  
  6th (6/day)— disintegrate (DC 25), greater dispel 
  magic, true seeing
  5th (7/day)— arc of lightning (DC 24), duelward, 
  feeblemind (DC 25), wall of force
  4th (8/day)— bleakness, dragonbreath (DC 23), 
  Otiluke's resilient sphere (DC 23), slashing 
  dispel
  3rd (4/day)— anticipate teleportation, dragonskin, 
  greater mage armor, spellcaster's bane
  2nd (6/day)— mirror image, scorching ray, see 
  invisibility, web (DC 22)
  1st (8/day)— benign transposition, combat 
  readiness, guided shot, shield, shock and awe 
  (DC 21)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  A D V A N C E D I R O N G O L E M
  CR 19
  Advanced (38 HD) Iron Golem
  N Huge construct
  Init -1; Senses Listen +0, Spot +0; Darkvision 60 ft., 
  low-light vision
  Languages None
  AC 32, touch 7, flat-footed 31
  (-2 size, -1 Dex, +25 natural)
  hp 325 (38 HD); DR 15/adamantine
  Immune immunity to magic
  Fort +12, Ref +11, Will +12
  Speed 20 ft. (4 squares), base movement 20 ft.
  2 slams +43 melee (2d10+17) 
  Space 15 ft.; Reach 15 ft.
  Base Atk +28; Grp +53
  Atk Options Breath weapon
  Combat Gear None
  Abilities Str 45, Dex 8, Con –, Int –, Wis 11, Cha 1
  SQ construct traits
  Feats –
  Skills: --
  Possessions None
  Breath  Weapon  (Su):  15-foot  cube,  cloud  of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1  rounds;  initial  damage  1d4  Con,  secondary 
  damage 3d4 Con, Fortitude DC 29 negates.
  
  APL 20
  F O R W AR D S K I R M I S H E R
  CR 18
  Elite  Advanced  (21  HD)  Dark-Templated  Ghirrash 
  Barbarian 1/Scout 1
  CE Large outsider (extraplanar)
  Init +6; Senses Listen +28, Spot +28; Darkvision 60 
  ft., superior low-light vision
  Languages Abyssal, Common, Infernal 
  AC 21, touch 10, flat-footed 19
  (-2 size, +2 Dex, +11 natural)
  Miss chance 50% Displacement
  hp 302 (23 HD); DR 5/magic
  Immune poison
  Resist Acid 10, cold 10, electricy 10, and fire 10; SR 
  28
  Fort +21, Ref +18, Will +16
  Speed 70 ft. (14 squares), base movement 70 ft.
  4  claws  +32  melee  (1d8+15)  and  bite  +29  melee 
  (1d6+7 plus paralysis)
  Space 15 ft.; Reach 15 ft.
  Base Atk +22; Grp +45
  Atk Options Paralysis, Pounce, Rake 1d8+7
  Special Abilities Rage 1/day, Skirmish +1d6
  Combat Gear None
  Abilities Str 40, Dex 17, Con 24, Int 11, Wis 14, Cha 
  15
  SQ Displacement, hide in plain sight
  Feats Ability Focus (paralysis), Darkstalker, Improved 
  Initiative, Iron Will, Lightning Reflexes, Skill Focus 
  (hide), Weapon Focus (claw)
  Skills: Balance +28, Climb +42, Hide +35, Jump +55, 
  Listen +28, Move Silently +34, Spot +28, Tumble 
  +28
  Possessions None
  Paralysis  (Su):  A  creature  hit  by a  ghirrash's  bite 
  attack must make a DC 29 Fortitude save or be 
  paralyzed for 1d4+1 rounds. Elves have immunity 
  to  this  paralysis.  The  save  DC  is  Constitution 
  based. 
  Pounce (Ex): If a ghirrash charges, it can make a full 
  attack, including two rake attacks.
  Rake  (Ex):  Two  claws,  attack  bonus  +32  melee, 
  damage 1d8+7.
  Displacement  (Su):  A  light-blending  glamer 
  continually surrounds a ghirrash, making it difficult 
  to surmise the creature's true location. Any melee 
  or ranged attack directed at it has a 50% miss 
  chance unless the attacker can locate the ghirrash 
  by some means other than sight. A  true seeing 
  effect  allows  the  user  to  see  the  ghirrash's 
  position, but see invisibility has no effect.
  Hide in Plain Sight (Ex): A dark-templated creature 
  may use the Hide skill even while being observed 
  (except in natural daylight, the area of a  daylight 
  spell, or a similar effect).
  Rage (Ex): A barbarian can fly into a frenzy during 
  which it temporarily gains a +4 bonus to Strength, 
  a +4 bonus to Constitution, and a +2 morale bonus 
  on Will saves, but it takes a -2 penalty to Armor 
  Class. (See PHB pg. 25)
  Skirmish (Ex): A scout deals an extra 1d6 points of 
  damage on all attacks it makes during any round it 
  moves at least 10 feet.
  Power-Up  Suite  (raging,  pouncing  –  brilliant 
  energy aura, (sonic) fires of purity, freedom of 
  movement, greater mage armor, greater magic 
  weapon, haste, mass bear's endurance, mass 
  bull's strength, superior resistance, true seeing 
  – all CL 20):
  AC 24, touch 7, flat-footed 21
  (-2 charge, -2 rage, -2 size, +2 Dex, +6 armor, +11 
  natural, +1 dodge)
  hp 394 (23 HD)
  Fort +29, Ref +25, Will +24
  Speed 100 ft. (12 squares), base movement 70 ft.
  4 claws +44 melee (1d8+24 plus 1d6 plus 15 sonic), 
  bite +41 melee (1d6+14 plus 1d6 plus 15 sonic 
  plus paralysis), and 2 rakes +44 (1d8+14 plus 1d6 
  plus 15 sonic) – ignores armor and shield bonuses 
  to AC
  Grp +49
  Abilities Str 44, Con 28
  Skills: Climb +44, Hide +28, Jump +69, Move Silently 
  +27
  E L I T E G E L U G O N
  CR 23
  Advanced  (28  HD)  Elite  Gelugon  Fighter  1/Occult 
  Slayer 2
  CE Large outsider (baatezu, evil, extraplanar, lawful)
  Init  +12;  Senses  Listen  +40,  Spot  +40;  see  in 
  darkness, darkvision 60 ft., telepathy 100 ft.
  Languages Infernal, Celestial, Draconic
  AC 41, touch 19, flat-footed 33
  (-1  size,  +8  Dex,  +3  armor,  +19  natural,  +2 
  deflection)
  
  hp 423 (31 HD); DR 10/good; regeneration 5
  Immune fire and poison
  Resist Acid 10 and cold 10; SR 33
  Fort  +26,  Ref  +24,  Will  +27  (all  saves  +1  versus 
  spells and spell-like abilities)
  Speed 40 ft. (8 squares), base movement 40 ft.
  Melee +42/37/32/27 +1 wounding guisarme (2d6+16/
  x3 plus 1 CON plus slow plus weapon bond) and 
  bite +38 melee (2d6+5) and tail +38 melee (3d6+5 
  plus slow)
  OR 2 claws +40 melee (1d10+10) and bite +38 melee 
  (2d6+5) and tail +38 melee (3d6+5 plus slow)
  Space 10 ft.; Reach 10 ft. (20 ft. with guisarme)
  Base Atk +31; Grp +44
  Atk  Options  Close-Quarters  Fighting,  Combat 
  Reflexes, fear aura, Great Cleave, Improved Trip 
  (+20 opposed), Power Attack, Vicious Strike
  Special  Abilities  Slow,  Summon  Baatezu,  weapon 
  bond
  Spell-Like Abilities At will, caster level 13—cone of 
  cold  (DC  19),  fly,  ice  storm  (DC  18),  greater 
  teleport  (self  plus  50  pounds  of  objects  only), 
  persistent image  (DC 19),  unholy aura  (DC 22), 
  wall of ice (DC 18)
  Combat Gear Masterwork Guisarme
  Abilities Str 30, Dex 26, Con 27, Int 22, Wis 24, Cha 
  18
  SQ Magical defense +1
  Feats  Alertness,  Cleave,  Close-Quarters  Fighting, 
  Combat  Expertise,  Combat  Reflexes,  Great 
  Cleave, Improved Initiative, Improved Trip, Multi-
  Attack, Power Attack, Weapon Focus (guisarme)
  Skills:  Bluff  +37,  Climb  +41,  Concentration  +40, 
  Diplomacy  +10,  Disguise  +4  (+6  when  acting), 
  Intimidate  +40,  Jump  +43,  Knowledge  (arcana) 
  +39,  Knowledge  (planes)  +37,  Knowledge 
  (religion)  +37,  Listen  +40,  Move  Silently  +41, 
  Search  +37,  Sense  Motive  +40,  Spellcraft  +41, 
  Spot +40, Survival +7 (+9 following tracks)
  Possessions  +1  wounding  guisarme, +2  padded 
  armor,  ring  of  protection  +2,  amulet  of  natural 
  armor +1, boots of speed, armbands of might
  Fear Aura (Su): An ice devil can radiate a 10-foot-
  radius fear aura as a free action. A creature in the 
  area must succeed on a DC 28 Will save or be 
  affected  as though by a  fear  spell  (caster  level 
  13th). A creature that successfully saves cannot be 
  affected again by the same ice devil's aura for 24 
  hours. Other baatezu are immune to the aura.
  Slow  (Su):  A  hit  from  an  ice  devil's  tail  or  spear 
  induces  numbing  cold.  The  opponent  must 
  succeed on a DC 32 Fortitude save or be affected 
  as though by a slow spell for 1d6 rounds.
  Summon Baatezu (Sp): Once per day an ice devil can 
  attempt to summon 2d10 lemures or 1d6 bearded 
  devils,  2d4 bone  devils with a 50% chances of 
  success, or another ice devil with a 20% chance of 
  success. This ability is the equivalent of a 4th level 
  spell.
  Regeneration (Ex): An ice devil takes normal damage 
  from  good-aligned  weapons  and  from  spells  or 
  effects with the good descriptor.
  Magical  Defense  (Ex):  An  occult  slayer's  constant 
  training in countering magic of all types manifests 
  itself as a bonus on saving throws against spells or 
  spell-like abilities.
  Weapon Bond (Su): An occult slayer forms a bond 
  with a chosen weapon that imbues it with the force 
  of  its  hatred  for  spellcasters.  Thereafter,  any 
  successful  attack  it  makes  with  that  weapon 
  against a spellcaster or a creature with spell-like 
  abilities deals an extra 1d6 points of damage.
  Mind over Magic (Su): Starting at 2nd level, an occult 
  slayer  can  cause  a  spell  or  spell-like  ability 
  targeted against it to rebound onto the orginator as 
  a free action. This ability otherwise functions as 
  the spell turning spell (CL 7).
  Vicious Strike (Ex): At 2nd level and higher, an occult 
  slayer who readies an attack action to disrupt a 
  spellcaster deals double damage if the attack hits.
  Power-Up Suite (power attack 2 - hasted):
  AC 42, touch 20, flat-footed 33
  (-1  size,  +8  Dex,  +3  armor,  +19  natural,  +2 
  deflection, +1 dodge)
  Ref +25 (all saves +1 versus  spells and spell-like 
  abilities)
  Speed 70 ft. (8 squares), base movement 40 ft.
  Melee  +41/41/36/31/26
   +1  wounding  guisarme 
  (2d6+22/x3 plus  1 CON plus slow plus  weapon 
  bond) and bite +37 melee (2d6+9) and tail +37 
  melee (3d6+9 plus slow)
  OR 3 claws +39 melee (1d10+14) and bite +37 melee 
  (2d6+9) and tail +37 melee (3d6+9 plus slow)
  E L I T E V R O C K CR 19
  Advanced (24 HD) Vrock Rogue 2
  CE Huge outsider (chaotic, extraplanar, evil, tanar'ri)
  Init +7; Senses Listen +41, Spot +41; Darkvision 60 
  ft., telepathy 100 ft.
  Languages Abyssal, Celestial, Draconic
  AC 25, touch 11, flat-footed 22
  
  (-2 size, +3 Dex, +14 natural)
  hp 438 (26 HD); DR 10/good
  Immune electricity and poison
  Resist Acid 10, cold 10, and fire 10; SR 33
  Fort +25, Ref +20, Will +20
  Speed 30 ft. (6 squares) or fly 60 ft. (average), base 
  movement 30 ft.
  2 claws +38 melee (3d6+14) and +35 bite (2d6+7) 
  and 2 talons +35 melee (1d8+7)
  Space 15 ft.; Reach 15 ft.
  Base Atk +25; Grp +47
  Atk Options Dance of ruin, spores, Staggering Strike, 
  stunning screech
  Special actions summon tanar'ri
  Spell-Like  Abilities  At  will,  caster  level  12—mirror 
  image, telekinesis  (DC 17),  greater teleport  (self 
  plus 50 pounds of objects only); 1/day—heroism
  Combat Gear None
  Abilities Str 38, Dex 16, Con 32, Int 14, Wis 18, Cha 
  14
  SQ evasion, Sneak attack +1d6
  Feats  Cleave,  Combat  Reflexes,  Great  Cleave, 
  Improved  Initiative,  Iron  Will,  Multiattack,  Power 
  Attack, Staggering Strike, Weapon Focus (claws)
  Skills: Concentration +38, Diplomacy +10, Hide +23, 
  Intimidate  +31,  Knowledge  (planes)  +27,  Listen 
  +41, Move Silently +31, Search +31, Sense Motive 
  +33,  Spellcraft  +29,  Spot  +41,  Survival  +4  (+6 
  following tracks)
  Possessions None
  Dance of Ruin (Su): To use this ability, a group of at 
  least  three  vrocks  must  join  hands  in  a  circle, 
  dancing  wildly  and  chanting.  At  the  end  of  3 
  rounds  of  dancing,  a  wave  of  crackling  energy 
  flashes outward in a 100-foot radius. All creatures 
  except  for  demons  within  the  radius  take  20d6 
  points of damage (Reflex DC 24 half). Stunning, 
  paralyzing, or slaying one of the vrocks stops the 
  dance.
  Spores (Ex): A vrock can release masses of spores 
  from its body once every 3 rounds as a free action. 
  The  spores  automatically  deal  1d8  points  of 
  damage  to  all  creatures  adjacent  to  the  vrock. 
  They then penetrage the skin and grow, dealing an 
  additional 1d4 points of damage each round for 10 
  rounds.  At  the  end  of  this  time,  the  victim  is 
  covered with a tangle of viny growths. (The vines 
  are harmles and wither away in 1d4 days.) A delay 
  poison  spell  stops  the  spores'  growth  for  its 
  duration.  Bless,  neutralize  poison,  or  remove 
  disease  kills  the spores,  as does  sprinkling  the 
  victim with a vial of holy water.
  Stunning Screech (Su): Once per hour a vrock can 
  emit a piercing screech. All creatures except for 
  demons within a 30-foot radius must succeed on a 
  DC 33 Fortitude save or be stunned for 1 round.
  Summon Tanar'ri  (Sp): Once per day a vrock  can 
  attempt  to  summon  2d10  dretches  or  another 
  vrock with a 35% chance of success. This ability is 
  the equivalent of a 3rd-level spell.
  Power-Up Suite (heroism, mirror image—CL 12):
  Senses Listen +43, Spot +43
  Miss Chance 1d4+4 mirror images
  Fort +27, Ref +22, Will +22
  2 claws +40 melee (3d6+14) and +37 bite (2d6+7) 
  and 2 talons +37 melee (1d8+7)
  Skills: Concentration +40, Diplomacy +12, Hide +25, 
  Intimidate +33, Knowledge (planes) +29, Listen +43, 
  Move Silently +33, Search +33, Sense Motive +35, 
  Spellcraft +31, Spot +43, Survival +6 (+8 following 
  tracks)
  V A M P I R E C O U N T E R S P E L L E R
  CR 19
  Male vampire Sorcerer 14/Archmage 3
  CE Med undead (augmented humanoid)
  Init +11; Senses Listen +4, Spot +12, darkvision 60 ft
  Languages Common, Ancient Suloise, Abyssal
  AC 29, touch 24, flat-footed 22
  (+7 Dex, +6 natural, +5 deflection, +1 insight)
  hp 153 (17 HD); DR 10/silver and magic; fast healing 
  5
  Resist cold 10 and electricity 10, turn resistance +4
  Fort +10, Ref +19, Will +19
  Speed 30 ft. or spider climb, base movement 30 ft.
  Slam +11 melee (1d6+3 plus 2 negative levels)
  +15 ranged touch
  Space 5 ft.; Reach 5 ft.
  Base Atk +8; Grp +11
  Atk Options Blood Drain, Dominate, Energy Drain
  Special  Actions  Arcane  Mastery,  Children  of  the 
  Night, Create Spawn, Dampen Spell, Mastery of 
  Counterspelling
  Sorcerer Spells Known (CL 22nd):
  8th (5/day)— chain dispel, maze
  7th (6/day)— limited wish (DC 26), power word blind, 
  spell turning
  
  6th (7/day)— disintegrate (DC 25), greater dispel 
  magic, repulsion (DC 25), true seeing
  5th (6/day)— arc of lightning (DC 24), duelward, 
  feeblemind (DC 25), wall of force
  4th (8/day)— bleakness, dragonbreath (DC 23), 
  Otiluke's resilient sphere (DC 23), slashing 
  dispel
  3rd (8/day)— anticipate teleportation, dragonskin, 
  greater mage armor, spellcaster's bane
  2nd (8/day)— mirror image, scorching ray, see 
  invisibility, web (DC 22)
  1st (9/day)— benign transposition, combat 
  readiness, guided shot, shield, shock and awe 
  (DC 21)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  Combat gear ring of counterspells (greater dispel 
  magic)
  Abilities Str 16, Dex 24, Con —, Int 15, Wis 14, Cha 
  29
  SQ Metamagic specialist (PHBII pg. 61), Spell Power 
  +2
  Feats Alertness, Arcane Mastery, Combat Reflexes, 
  Dampen Spell, Dodge, Heighten Spell, Improved 
  Counterspell,  Improved  Initiative,  Lightning 
  Reflexes,  Skill  Focus  (spellcraft),  Spell  Focus 
  (conjuration), Spell Focus (enchantment)
  Skills:  Bluff  +34,  Concentration  +20,  Hide  +15, 
  Knowledge  (arcana)  +22,  Listen  +12,  Sense 
  Motive +10, Spellcraft +27, Spot +12
  Possessions combat gear plus cloak of charisma +6, 
  gloves of dexterity +6, vest of resistance +5, ring 
  of protection +5, orange ioun stone, dusty rose 
  ioun stone, dispelling cord (MIC)
  Blood Drain  (Ex):  A vampire can suck blood from a 
  living victim with its fangs by making a successful 
  grapple check. If it pins the foe, it drains blood, 
  dealing  1d4  points  of  Constitution  drain  each 
  round the pin is maintained. On each successful 
  attack, the vampire gains 5 temporary hit points.
  Children of the Night (Su): Vampires command the 
  lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 
  a pack of 3d6 wolves as a standard action. These 
  creatures  arrive  in  2d6  rounds  and  serve  the 
  vampire for up to 1 hour.
  Dominate (Su): A vampire can crush an opponent’s 
  will just by looking onto his or her eyes. This is 
  similar to a gaze attack, except that the vampire 
  must  use  a  standard  action,  and  those  merely 
  looking at it are unaffected. Anyone the vampire 
  targets must succeed on a Will save (DC 27) or fall 
  instantly under the vampire’s influence as though 
  by a dominate person spell (caster level 12th). The 
  ability has a range of 30 feet.
  Create  Spawn  (Su): A  humanoid  or  monstrous 
  humanoid slain by a vampire’s energy drain rises 
  as  a  vampire  spawn  (see  the  Vampire  Spawn 
  entry, MM page 253) 1d4 days after burial.
  If  the  vampire  instead  drains  the  victim’s 
  Constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it 
  had 5 or more HD. In either case, the new vampire 
  or spawn is under the command of the vampire 
  that  created  it  and  remains  enslaved  until  its 
  master’s destruction. At any given time, a vampire 
  may have enslaved spawn totaling no more than 
  twice its own Hit Dice, any spawn it creates that 
  would exceed this limit are created as free-willed 
  vampires  or  vampire  spawn.  A  vampire  that  is 
  enslaved  may create  and  enslave  spawn  of  its 
  own, so a master vampire can control a number of 
  lesser  vampires  in this  fashion.  A vampire  may 
  voluntarily  free  an  enslaved  spawn  in  order  to 
  enslave a new spawn, but once freed, a vampire or 
  vampire spawn cannot be enslaved again.
  Energy Drain (Su): Living creatures hit by a vampire’s 
  slam  attack  (or  any  other  natural  weapon  the 
  vampire might possess) gain two negative levels. 
  For  each  negative  level  bestowed,  the  vampire 
  gains 5 temporary hit points. A vampire can use its 
  energy drain ability once per round.
  Alternate  Form  (Su):  A  vampire  can  assume  the 
  shape of a bat, dire bat, wolf, or dire wolf as a 
  standard  action.  This  ability  is  similar  to  a 
  polymorph  spell  cast  by  a  12th-level  character, 
  except that the vampire does not regain hit points 
  for changing form and must choose from among 
  the forms mentioned here. While in its alternate 
  form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons 
  and extraordinary special attacks of its new form. It 
  can remain in that form until it assumes another or 
  until the next sunrise.
  Gaseous Form (Su): As a standard action, a vampire 
  can  assume  gaseous  form  at  will  as  the  spell 
  (caster  level  5th),  but  it  can  remain  gaseous 
  indefinitely and  has a fly speed of 20 feet with 
  perfect maneuverability.
  Power-Up  Suite  (anticipate  teleportation, 
  bleakness,  combat  readiness,  dragonskin 
  [red],  duelward,  greater  mage  armor,  mirror 
  image, repulsion, see invisibility, shield, spell 
  turning, spellcaster's bane, true seeing—all CL 
  22):
  Init +17; Senses true seeing
  AC 44, touch 24, flat-footed 37
  (+7  Dex,  +6  armor,  +4  shield,  +11  natural,  +5 
  deflection, +1 insight)
  
  Resist  cold  10,  electricity  10,  and  fire  20;  turn 
  resistance +8
  Sorcerer Spells Known (CL 22nd):
  8th (5/day)— chain dispel, maze
  7th (5/day)— limited wish (DC 26), power word blind, 
  spell turning
  6th (6/day)— disintegrate (DC 25), greater dispel 
  magic, repulsion (DC 25), true seeing
  5th (5/day)— arc of lightning (DC 24), duelward, 
  feeblemind (DC 25), wall of force
  4th (8/day)— bleakness, dragonbreath (DC 23), 
  Otiluke's resilient sphere (DC 23), slashing 
  dispel
  3rd (4/day)— anticipate teleportation, dragonskin, 
  greater mage armor, spellcaster's bane
  2nd (6/day)— mirror image, scorching ray, see 
  invisibility, web (DC 22)
  1st (8/day)— benign transposition, combat 
  readiness, guided shot, shield, shock and awe 
  (DC 21)
  0 (6/day)— acid splash, arcane mark, detect magic, 
  mage hand, open/close, prestidigitation, ray of 
  frost, read magic
  A D V A N C E D I R O N G O L E M
  CR 21
  Advanced (46 HD) Iron Golem
  N Huge construct
  Init -1; Senses Listen +0, Spot +0; Darkvision 60 ft., 
  low-light vision
  Languages None
  AC 32, touch 7, flat-footed 31
  (-2 size, -1 Dex, +25 natural)
  hp 385 (46 HD); DR 15/adamantine
  Immune immunity to magic
  Fort +15, Ref +14, Will +15
  Speed 20 ft. (4 squares), base movement 20 ft.
  2 slams +50 melee (2d10+18) 
  Space 15 ft.; Reach 15 ft.
  Base Atk +34; Grp +60
  Atk Options Breath weapon
  Combat Gear None
  Abilities Str 47, Dex 8, Con –, Int –, Wis 11, Cha 1
  SQ construct traits
  Feats –
  Skills: --
  Possessions None
  Breath  Weapon  (Su):  15-foot  cube,  cloud  of 
  poisonous gas lasting 1 round, free action once every 
  1d4+1  rounds;  initial  damage  1d4  Con,  secondary 
  damage 3d4 Con, Fortitude DC 33 negates.
  
  DM's Aid: Bloodletter Keep
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Shield Lands/599/SHL9-01 Wars of Glory, Wars of Blood/SHL9-01 Wars of Glory, Wars of Blood.pdf