Feats: Endurance, Quick Draw, Track, Two-Weapon Fighting, Weapon Finesse (shortsword);
Spells Prepared : 1st-resist energy.
Possessions: MW longsword, MW short sword, MW mighty comp. Longbow (+2 str), 20 MW arrows, +1 studded leather armor, cloak of resistance +1, eyes of the eagle, potion of cure light wounds / 2. Guard Post Gnoll Medium Humanoid (Gnoll); CR 1; HD 2d8+2 (11 hp);
Init +0; Spd 30 ft. (6 squares);
AC 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15; Base Atk +1; Grp +3; Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3);
Full Atk Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3);
SA -; SQ Darkvision 60 ft.; AL Usually chaotic evil; SV Fort +4, Ref +0, Will +0;
Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills: Listen +2, Spot +3
Feats: Power Attack
Desc: Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds. Gnolls speak Gnoll.
3. Guard Post Human Warriors: Male and Female Human War1; CR 1; Medium-Sized Humanoid (Human); HD 1d8 +2; hp 5, 6, 8; Init +1; Spd 20 ft.;
AC 18, touch 11, flat-footed 17; Base Atk +1; Grp +3;
Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +2 ranged (1d8/20x3, longbow); Full Atk +5 melee (1d10+2/19-20, masterwork bastard sword) or +2 ranged (1d8/20x3, longbow); AL NE; SV Fort +4, Ref +1, Will +1;
Str 15, Dex 13, Con 14 Int 11, Wis 12, Cha 8.
Skills: Climb +0, Intimidate +3, Jump +0;
Feats: Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword).
Possessions: Masterwork banded mail, light wooden shield, masterwork bastard sword, longbow, 20 arrows, potion of cure light wounds
6. Barracks Howler: Huge Outsider (Chaotic, Evil, Extraplanar); CR 7; HD 12d8+60 (114 hp); Init +6; Spd 60; Space/Reach 15/10;
AC 18 (-2 size, +2 Dex, +8 natural; touch 10, flat-footed 16);
BAB +12; Grp +29; Atk +19 melee (6d6+9, bite);
Full Atk +19 melee (6d6+9, bite) and +14 melee (1d8+4, 1d4 quills);
SA Quills, howl; SQ Darkvision 60ft; AL CE; SV Fort +13, Ref +10, Will +10;
Str 29, Dex 15, Con 20, Int 6, Wis 14, Cha 8.
Skills: Climb +24, Hide +9, Listen +19, Move Silently +17, Search +13, Spot +19, Survival +2 (+4 following tracks);
Feats: Ability Focus (quills), Alertness, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite).
Quills (Ex): A howler's neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler's quill attack must succeed on a DC 20 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity based. A quill can be removed with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.
7. Sergeant Wormspike: Male ogre War2; CR 3; Large giant; HD 6d8 +15; hp 42;
Init -1; Spd 30 ft.; AC 16, touch 8, flat-footed 16; Base Atk +5; Grp +14;
Atk +11 melee (2d8+8, +1 Large greatclub) or +3 ranged (1d8+5, Large shotspear);
Full Atk same; Space/Reach 10ft./10ft.; SQ Darkvision 60 ft., low-light vision;
AL CE; SV Fort +9, Ref +0, Will +1;
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
Skills: Climb +5, Listen +2, Spot +2;
Feats: Power Attack, Toughness, Weapon Focus (greatclub).
Possessions:+1 Large greatclub, Huge hide armor, 4 Large shortspears, gold necklace (500 gp).
8. Commander Mereclar: Male half-elf Rgr 5; CR 5; Medium-sized Humanoid; HD 5d10+5; hp: 55(36); Init +3; Spd 30 ft; AC 17, touch 13, flat-footed 14;
Atk +6 melee (1d8+2/19-20 MW longsword) and +7 melee (1d6+1/19-20, MW short sword), or +9 ranged (1d8+2/x3, MW mighty comp. Longbow[+2 Str bonus]);
Full Atk same; SA Favored enemy (dwarves +2, animals +1); SQ wild empathy, immune to sleep, low light vision, +2 bonus on saves against enchantment effects;
AL CE; SV Fort +6, Ref +8, Will +3;
Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8;
Skills: Heal +6, Hide +6, Diplomacy +1, Gather Information +1, Listen +10, Move Silently +6, Search +9, Spot +15, Survival +9

11. Priest’s Quarters Terrenygit Male troglodyte Clr 5; CR 6; Medium Humanoid (Reptilian);
HD 7d8+21; hp 55; Init +0; Spd 20 ft; AC 26(touch 10, flat-footed 26); Base Atk +4; Grpl +6;
Atk +8 melee (1d8+3, +1 morning star) or +6 melee (1d4, claw) or +5 ranged (1d6+2, javalin);
Full Atk morningstar +8 melee (1d8+3) and bite +4 melee (1d4); or 2 claws +6 melee (1d4) and bite +4 melee (1d4); or javelin +5 ranged (1d6+2); SA Rebuke undead 4/day, stench; SQ Darkvision 90 ft, insanity 2;
AL NE; SV Fort +10; Ref +1; Will +6;
Str 14, Dex 10, Con 17, Int 11, Wis 16, Cha 13.
Skills: Concentration +8, Hide +1(*+5) , Knowledge (religion) +5, Listen +7,
Feats: Multiattack, Scribe Scroll, Weapon focus (morningstar), Weapon focus (javalin).
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 14 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to by another +4.
Spells Prep. (5/5/4/3; base DC=14+spell level): 1st- bane, command, cure light, lesser confusion*, shield of faith; 2nd-bull’s strength, bear's endurance, spiritual weapon, Tharizdun’s touch*;
3rd-blindness/deafness, dispel magic, rage*.
*Domain Spell. Diety: Tharizdun. Domains: Evil (cast evil spells at 6th level); Madness (1/day add insanity score to wisdom based roll).
Possessions: Black robes, +1 morning star, potion of cat’s grace, divine scroll of hold person, rage, and prayer, 2 javelins, full plate armor, large steel shield, curved knife, necklace of bones and teeth, 76 gp, holy symbol (obex)

12. Undead Reinforcements Human Commoner Zombie Medium Undead (); CR 1/2; HD 2d12+3 (16 hp);
Init -1; Spd 30 ft. (6 squares; can not run); AC 11 (-1 Dex, +2 natural), touch 9, flat-footed 11;
Base Atk +1; Grp +2; Atk Slam+2 melee (1d6+1) or club +2 melee (1d6+1); Full Atk Slam+2 melee, (1d6+1) or club +2 melee (1d6+1);
SQ Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits;
AL NE; SV Fort +0, Ref -1, Will +3;
Str 12, Dex 8, Con -, Int -, Wis 10, Cha 1
Feats: Toughness
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge. 13. Mine Entrance Troglodyte Medium Humanoid (Reptilian); CR 1; HD 2d8+4 (13 hp);
Init -1; Spd 30 ft. (6 squares); AC 15 (-1 Dex, +6 natural), touch 9, flat-footed 15;
Base Atk +1; Grp +1; Atk Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6);
Full Atk Club +1 melee (1d6) and claw -1 melee (1d4) and bite -1 melee (1d4); or 2 claws +1 melee (1d4) and bite -1 melee (1d4); or javelin +1 ranged (1d6);
SA Stench; SQ Darkvision 90 ft.; AL Usually chaotic evil; SV Fort +5, Ref -1, Will +0;
Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills: Hide +5*, Listen +3
Feats: Multiattack, Weapon Focus (javelin)
Desc: A troglodyte stands about 5 feet tall and weighs about 150 pounds. Troglodytes speak Draconic.
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.

/ 16. Ore Crusher Area Monstrous Spider, Medium Medium Vermin (); CR 1;
HD 2d8+2 (11 hp); Init +3; Spd 30 ft., climb 20 ft.;
AC 14 (+3 Dex, +1 natural), touch 13, flat-footed 11; Base Atk +1; Grp +1;
Atk Bite +4 melee (1d6 plus poison); Full Atk Bite +4 melee (1d6 plus poison);
SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin traits;
AL N; SV Fort +4, Ref +3, Will +0;
Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2
Skills: Climb +11, Hide +7*, Jump +0*, Spot +4*
Feats: Weapon Finesse
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. Fort DC 12; Initial and Secondary 1d4 Str;
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its
Web: Escape Artist DC 12; Break DC 16; HP 6
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened.
18B. Second Statue Basilisk Medium Magical Beast (); CR 5; HD 6d10+12 (45 hp);
Init -1; Spd 20 ft.; AC 16 (-1 Dex, +7 natural), touch 9, flat-footed 16;
Base Atk +6; Grp +8; Atk Bite +8 melee (1d8+3); Full Atk Bite +8 melee (1d8+3);
SA Petrifying gaze; SQ Darkvision 60 ft., low-light vision;
AL N; SV Fort +9, Ref +4, Will +3;
Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11
Skills: Hide +0*, Listen +7, Spot +7
Feats: Alertness, Blind-Fight, Great Fortitude
Desc: A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.
Skills: *The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

19. Hot Surprise Thoqqua Medium Elemental (Earth, Extraplanar, Fire); CR 2; HD 3d8+3 (16 hp);
Init +1; Spd 30 ft., burrow 20 ft.; AC 18 (+1 Dex, +7 natural), touch 11, flat-footed 17;
Base Atk +2; Grp +4; Atk Slam +4 melee (1d6+3 plus 2d6 fire); Full Atk Slam +4 melee (1d6+3 plus 2d6 fire);
SA Heat, burn; SQ Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold; AL Usually neutral; SV Fort +4, Ref +2, Will +2;
Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills: Listen +5, Move Silently +3, Survival +3
Feats: Alertness, Track
Desc: A thoqqua is about 1 foot in diameter and 4 to 5 feet long. It weighs about 200 pounds
Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.
Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed on a DC 12 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.

Notes:

Document created by Scott Metzger

Special thanks to Admiral Xzar for his conversion notes

Version 1.0 Aug 25, 2003

Version 1.1 Sept 23, 2003

Added Terrengyts insanity score

Reformatted Mereclaw’s statblock

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