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The Depth S of Dolza S Lair 08

This document provides a summary of Level 8 of Dolza's Lair dungeon. It describes the general dungeon features and lists each room's contents, including traps, monsters, treasures, and notable features. Wandering monsters that could be encountered in corridors include various elementals, gibbering mouthers, and animated objects. Several rooms contain traps like incendiary cloud or prismatic spray effects. Monsters inhabiting individual rooms include ogre mages, earth and air elementals, and a chimera in one room. Hidden treasures can be found, such as gold, magic items, and potions.

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Jake Wactor
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0% found this document useful (0 votes)
61 views9 pages

The Depth S of Dolza S Lair 08

This document provides a summary of Level 8 of Dolza's Lair dungeon. It describes the general dungeon features and lists each room's contents, including traps, monsters, treasures, and notable features. Wandering monsters that could be encountered in corridors include various elementals, gibbering mouthers, and animated objects. Several rooms contain traps like incendiary cloud or prismatic spray effects. Monsters inhabiting individual rooms include ogre mages, earth and air elementals, and a chimera in one room. Hidden treasures can be found, such as gold, magic items, and potions.

Uploaded by

Jake Wactor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Depth's of Dolza's Lair

Level 8

General

Dungeon Walls

Hewn Stone (Climb DC 25)

Dungeon Floor

Flagstone

Temperature

Average

Illumination

Corridors

Wandering
Monsters

Room #1

Average (shadowy in corridors, magical light in most rooms)

Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);


automatic reset; spell effect (Incendiary Cloud, 15th level wizard,
4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33;
Disable Device DC 33

Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm);


automatic reset; spell effect (Incendiary Cloud, 15th level wizard,
4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33;
Disable Device DC 33

A chute falls into the corridor from above

13 x Small Earth Elemental, investigating a strange noise

3 x Gibbering Mouther, trying to lure the party into an ambush

1 x Shield Guardian, bloodied and fleeing a more powerful enemy

4 x Nightmare, trying to lure the party into an ambush

8 x Medium Earth Elemental, hunting for food

2 x Gibbering Mouther, scouting from another part of the dungeon

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Leads to room #10, inhabited by 10 x Small Animated Object

West Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2

Archway

East Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #15, inhabited by 11 x Shrieker (fungus)

Empty

Room #2

East Entry #1

Archway

East Entry #2

Archway

South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #6, inhabited by 11 x Small Animated Object

Room Features
Monster

A faded and torn tapestry hangs from the west wall, Someone has scrawled
"sapphire, iron, gray, golden" on the south wall
5 x Large Earth Elemental
Large earth elemental: CR 5; Large elemental (earth, extraplanar); HD
8d8+32; hp 68; Init -1; Spd 20 ft. (4 squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base Atk +6; Grp +17; Atk +12 melee
(2d8+7, slam); Full Atk +12 melee (2d8+7, 2 slams); Space/Reach 10 ft./10
ft.; SA Earth mastery, push; SQ Damage reduction 5/-, earth glide,
darkvision 60 ft., elemental traits; AL N; SV Fort +10, Ref +1, Will +2; Str
25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills and Feats: Listen +6, Spot +5; Cleave, Great Cleave, Power Attack

Room #3

West Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #23, inhabited by 12 x Small Animated Object

Room Features
Monster

A toppled statue lies in the north-east corner of the room, A crater has been
blasted into the floor in the north side of the room
1 x Ogre Mage
Ogre mage: CR 8; Large giant; HD 5d8+15; hp 37; Init +4; Spd 40 ft. (8
squares), fly 40 ft. (good); AC 18 (-1 size, +5 natural, +4 chain shirt), touch
9, flat-footed 18; Base Atk +3; Grp +12; Atk +7 melee (3d6+7/19-20,
greatsword) or +2 ranged (2d6/x3, longbow); Full Atk +7 melee (3d6+7/1920, greatsword) or +2 ranged (2d6/x3, longbow); Space/Reach 10 ft./10 ft.;
SA Spell-like abilities; SQ Darkvision 90 ft., low-light vision, regeneration
5, spell resistance 19; AL LE; SV Fort +7, Ref +1, Will +3; Str 21, Dex 10,
Con 17, Int 14, Wis 14, Cha 17
Skills and Feats: Concentration +11, Listen +10, Spellcraft +10, Spot +10;
Combat Expertise, Improved Initiative
Treasure: 1600 gp; Arcane Scroll (Alarm (25 gp), Detect Secret Doors (25
gp), Shocking Grasp (25 gp)) (total 75 gp), Arcane Scroll (Protection from
Chaos/Evil/Good/Law (25 gp), Darkvision (150 gp)) (total 175 gp); hoard
total 1850 gp

Hidden Treasure

Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20,
break DC 15; hard 5, 10 hp)
1600 gp; Violet Garnet (400 gp); hoard total 2000 gp

Room #4

North Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,
+1 to break DC)
Leads to room #23, inhabited by 12 x Small Animated Object

Room Features

A group of demonic faces have been carved into the west wall, A broken
wooden chest lies in the west side of the room

Trap

Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm);


automatic reset; spell effect (Chain Lightning, 11th level wizard, 11d6
electricity to target nearest center of trigger area plus 5d6 electricity to
each of up to eleven secondary targets, DC 19 Reflex save half damage);
Search DC 31; Disable Device DC 31

Hidden Treasure

Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
900 gp; Crystal Mask (500 gp), Fine Leather Belt (900 gp), Rare Book
(Briati's Libram of Miracles) (600 gp); Heavy Wooden Shield (Medium)
(Darkwood) (+1 shield) (1257 gp), Potion of Resist Electricity (10) (300 gp);
hoard total 4457 gp

Room #5

North Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

East Entry #1

Stuck Stone Door (break DC 28; hard 8, 60 hp)

East Entry #2

Stuck Stone Door (break DC 28; hard 8, 60 hp)

Room Features
Monster

A group of demonic faces have been carved into the east wall, Burning
torches in iron sconces line the north and west walls
1 x Ogre Mage
Ogre mage: CR 8; Large giant; HD 5d8+15; hp 37; Init +4; Spd 40 ft. (8
squares), fly 40 ft. (good); AC 18 (-1 size, +5 natural, +4 chain shirt), touch
9, flat-footed 18; Base Atk +3; Grp +12; Atk +7 melee (3d6+7/19-20,
greatsword) or +2 ranged (2d6/x3, longbow); Full Atk +7 melee (3d6+7/1920, greatsword) or +2 ranged (2d6/x3, longbow); Space/Reach 10 ft./10 ft.;
SA Spell-like abilities; SQ Darkvision 90 ft., low-light vision, regeneration
5, spell resistance 19; AL LE; SV Fort +7, Ref +1, Will +3; Str 21, Dex 10,
Con 17, Int 14, Wis 14, Cha 17
Skills and Feats: Concentration +11, Listen +10, Spellcraft +10, Spot +10;
Combat Expertise, Improved Initiative
Treasure: 240 pp; Potion of Cure Light Wounds (50 gp); hoard total 2450 gp

Room #6

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #2, inhabited by 5 x Large Earth Elemental

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #17, inhabited by 3 x Large Air Elemental

Room Features
Monster

A toppled statue lies in the south side of the room, Someone has scrawled
"Don't sleep" in dwarvish on the south wall
11 x Small Animated Object
Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;
Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14
(+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4;
Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5
ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision;
also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,
Wis 1, Cha 1
Skills and Feats: -; -

Room #7

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,
+1 to break DC)
Leads to room #17, inhabited by 3 x Large Air Elemental

South Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #8

Empty

Room #8

North Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #7

North Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

North Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp)


Leads to room #11, inhabited by 5 x Large Earth Elemental

West Entry

Unlocked Strong Wooden Door (hard 5, 20 hp)

Empty

Room #9

South Entry

Unlocked Good Wooden Door (hard 5, 15 hp)

Empty

Room #10

East Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #21, inhabited by 1 x Bodak

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Leads to room #1

Room Features

Monster

Someone has scrawled "The Blade of Miracles shall be restored when the
Oath of Virtue is broken" on the east wall, A hissing noise can be heard in
the north side of the room
10 x Small Animated Object
Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;
Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14

Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14
(+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4;
Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5
ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision;
also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,
Wis 1, Cha 1
Skills and Feats: -; Trap

Room #11

North Entry
South Entry #1

Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm);


automatic reset; spell effect (Prismatic Spray, 13th level wizard, DC 20
Reflex, Fort, or Will save, depending on effect); Search DC 32; Disable
Device DC 32

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Unlocked Simple Wooden Door (hard 5, 10 hp)
Leads to room #8

South Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #16, inhabited by 1 x Flesh Golem

Monster

5 x Large Earth Elemental


Large earth elemental: CR 5; Large elemental (earth, extraplanar); HD
8d8+32; hp 68; Init -1; Spd 20 ft. (4 squares); AC 18 (-1 size, -1 dex, +10
natural), touch 8, flat-footed 18; Base Atk +6; Grp +17; Atk +12 melee
(2d8+7, slam); Full Atk +12 melee (2d8+7, 2 slams); Space/Reach 10 ft./10
ft.; SA Earth mastery, push; SQ Damage reduction 5/-, earth glide,
darkvision 60 ft., elemental traits; AL N; SV Fort +10, Ref +1, Will +2; Str
25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills and Feats: Listen +6, Spot +5; Cleave, Great Cleave, Power Attack

Room #12

North Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Entry #3

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Empty

Room #13

West Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)

Monster

1 x Chimera
Chimera: CR 7; Large magical beast; HD 9d10+27; hp 76; Init +1; Spd 30 ft.
(6 squares), fly 50 ft. (poor); AC 19 (-1 size, +1 dex, +9 natural), touch 10,
flat-footed 18; Base Atk +9; Grp +17; Atk +12 melee (2d6+4, bite); Full Atk
+12 melee (2d6+4, bite) and +12 melee (1d8+4, bite) and +12 melee
(1d8+4, gore) and +10 melee (1d6+2, 2 claws); Space/Reach 10 ft./5 ft.; SA
Breath weapon; SQ Darkvision 60 ft., low-light vision, scent; AL CE; SV
Fort +9, Ref +7, Will +6; Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
Skills and Feats: Hide +1*, Listen +9, Spot +9; Alertness, Hover, Iron Will,
Multiattack
Treasure: 60000 cp; Azurite (8 gp), Black Pearl (500 gp), Iolite (30 gp);
hoard total 1138 gp

Room #14

North Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #18, inhabited by 9 x Allip

South Entry
Room Features
Monster

Archway
A magical mirror on the west wall answers questions with insults, A pile of
torches lies in the north side of the room
1 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd
20 ft. (4 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base
Atk +4; Grp +5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1,
slam); Space/Reach 5 ft./5 ft.; SA Death gaze; SQ Damage reduction
10/cold iron, darkvision 60 ft., immunity to electricity, acid resistance 10,
fire resistance 10, undead traits, vulnerability to sunlight; AL CE; SV Fort
+3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness,
Dodge, Improved Initiative, Weapon Focus (slam)

Room #15

North Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #21, inhabited by 1 x Bodak

West Entry #1

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #1

West Entry #2
East Entry
Room Features
Monster

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Archway
Several alcoves are cut into the south and east walls, A hole has been
blasted into the east wall
11 x Shrieker (fungus)
Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5
dex, +3 natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk
-; Space/Reach 5 ft./0 ft.; SA Shriek; SQ Low-light vision, plant traits; AL
N; SV Fort +4, Ref -, Will -4; Str -, Dex -, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -

Room #16

North Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #11, inhabited by 5 x Large Earth Elemental

North Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

North Entry #3

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Archway
Leads to room #18, inhabited by 9 x Allip

South Entry #1

Stuck Iron Door (break DC 28; hard 10, 60 hp)

South Entry #2

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)

Room Features

A stone stair ascends towards the east wall, A carved stone statue stands in
the south-west corner of the room

Monster

1 x Flesh Golem
Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft.
(6 squares); AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18;
Base Atk +6; Grp +15; Atk +10 melee (2d8+5, slam); Full Atk +10 melee
(2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk; SQ Construct traits,
damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, lowlight vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con -, Int -,

light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con -, Int -,
Wis 11, Cha 1
Skills and Feats: -; -

Room #17

North Entry #1

Archway

North Entry #2

Stuck Stone Door (break DC 28; hard 8, 60 hp)

North Entry #3

Unlocked Stone Door (hard 8, 60 hp)

West Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #6, inhabited by 11 x Small Animated Object

South Entry #1

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) (slides to one side,
+1 to break DC)
Leads to room #7

South Entry #2

Unlocked Simple Wooden Door (hard 5, 10 hp)

Room Features

A magical statue in the north-west corner of the room answers simple


questions about the dungeon (points directions), The floor is covered with
ash

Monster

3 x Large Air Elemental


Large air elemental: CR 5; Large elemental (air, extraplanar); HD 8d8+24;
hp 60; Init +11; Spd Fly 100 ft. (perfect) (20 squares); AC 20 (-1 size, +7
dex, +4 natural), touch 16, flat-footed 13; Base Atk +6; Grp +12; Atk +12
melee (2d6+2, slam); Full Atk +12 melee (2d6+2, 2 slams); Space/Reach 10
ft./10 ft.; SA Air mastery, whirlwind; SQ Damage reduction 5/-, darkvision
60 ft., elemental traits; AL N; SV Fort +5, Ref +13, Will +2; Str 14, Dex 25,
Con 16, Int 6, Wis 11, Cha 11
Skills and Feats: Listen +5, Spot +6; Combat Reflexes, Dodge, Flyby
Attack, Improved Initiative, Weapon Finesse

Room #18

North Entry

Archway
Leads to room #19, inhabited by 1 x Bodak

West Entry

Archway
Leads to room #16, inhabited by 1 x Flesh Golem

East Entry

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)


Leads to room #14, inhabited by 1 x Bodak

South Entry

Archway
Leads to room #24

Room Features
Monster

A tapestry of ancient mythology hangs from the north wall, A circle of tall
stones stands in the north-west corner of the room
9 x Allip
Allip: CR 3; Medium undead (incorporeal); HD 4d12; hp 26; Init +5; Spd Fly
30 ft. (perfect) (6 squares); AC 15 (+1 dex, +4 deflection), touch 15, flatfooted 14; Base Atk +2; Grp -; Atk +3 melee (1d4 Wisdom drain, incorporeal
touch); Full Atk +3 melee (1d4 Wisdom drain, incorporeal touch);
Space/Reach 5 ft./5 ft.; SA Babble, madness, Wisdom drain; SQ Darkvision
60 ft., incorporeal traits, +2 turn resistance, undead traits; AL NE; SV Fort
+1, Ref +4, Will +4; Str -, Dex 12, Con -, Int 11, Wis 11, Cha 18
Skills and Feats: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7,
Survival +0 (+2 following tracks); Improved Initiative, Lightning Reflexes

Room #19

West Entry #1

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

South Entry #1

Archway

South Entry #1

Archway
Leads to room #18, inhabited by 9 x Allip

South Entry #2
Monster

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


1 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd
20 ft. (4 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base
Atk +4; Grp +5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1,
slam); Space/Reach 5 ft./5 ft.; SA Death gaze; SQ Damage reduction
10/cold iron, darkvision 60 ft., immunity to electricity, acid resistance 10,
fire resistance 10, undead traits, vulnerability to sunlight; AL CE; SV Fort
+3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness,
Dodge, Improved Initiative, Weapon Focus (slam)

Room #20

East Entry

Stuck Stone Door (break DC 28; hard 8, 60 hp) (slides to one side, +1 to
break DC)

Room Features

The floor is covered in square tiles, alternating white and black, Various
torture devices are scattered throughout the room

Monster

8 x Small Fire Elemental


Small fire elemental: CR 1; Small elemental (fire, extraplanar); HD 2d8; hp
9; Init +5; Spd 50 ft. (10 squares); AC 15 (+1 size, +1 dex, +3 natural),
touch 12, flat-footed 14; Base Atk +1; Grp -3; Atk +3 melee (1d4 plus 1d4
fire, slam); Full Atk +3 melee (1d4 plus 1d4 fire, slam); Space/Reach 5 ft./5
ft.; SA Burn; SQ Darkvision 60 ft., elemental traits, immunity to fire,
vulnerability to cold; AL N; SV Fort +0, Ref +4, Will +0; Str 10, Dex 13,
Con 10, Int 4, Wis 11, Cha 11
Skills and Feats: Listen +2, Spot +3; Dodge, Improved Initiative, Weapon
Finesse

Room #21

West Entry

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)


Leads to room #10, inhabited by 10 x Small Animated Object

East Entry
South Entry

Unlocked Simple Wooden Door (hard 5, 10 hp)


Unlocked Good Wooden Door (hard 5, 15 hp)
Leads to room #15, inhabited by 11 x Shrieker (fungus)

Room Features
Monster

Numerous pillars line the north and south walls, Someone has scrawled
"The Silver Shields looted this place" on the north wall
1 x Bodak
Bodak: CR 8; Medium undead (extraplanar); HD 9d12; hp 58; Init +6; Spd
20 ft. (4 squares); AC 20 (+2 dex, +8 natural), touch 12, flat-footed 18; Base
Atk +4; Grp +5; Atk +6 melee (1d8+1, slam); Full Atk +6 melee (1d8+1,
slam); Space/Reach 5 ft./5 ft.; SA Death gaze; SQ Damage reduction
10/cold iron, darkvision 60 ft., immunity to electricity, acid resistance 10,
fire resistance 10, undead traits, vulnerability to sunlight; AL CE; SV Fort
+3, Ref +5, Will +7; Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12
Skills and Feats: Listen +11, Move Silently +10, Spot +11; Alertness,
Dodge, Improved Initiative, Weapon Focus (slam)

Room #22

East Entry
South Entry
Empty

Unlocked Good Wooden Door (hard 5, 15 hp)


Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

Room #23

North Entry #1

Unlocked Strong Wooden Door (hard 5, 20 hp)

North Entry #2

Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)

West Entry #1

Unlocked Simple Wooden Door (hard 5, 10 hp)

West Entry #2

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

West Entry #3

Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)

East Entry

Unlocked Good Wooden Door (hard 5, 15 hp)


Leads to room #3, inhabited by 1 x Ogre Mage

South Entry

Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides to one side,
+1 to break DC)
Leads to room #4

Monster

12 x Small Animated Object


Small animated object: CR 1; Small construct; HD 1d10+10; hp 15; Init +1;
Spd 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels; AC 14
(+1 size, +1 dex, +2 natural), touch 12, flat-footed 13; Base Atk +0; Grp -4;
Atk +1 melee (1d4, slam); Full Atk +1 melee (1d4, slam); Space/Reach 5
ft./5 ft.; SA See text; SQ Construct traits, darkvision 60 ft., low-light vision;
also see text; AL N; SV Fort +0, Ref +1, Will -5; Str 10, Dex 12, Con -, Int -,
Wis 1, Cha 1
Skills and Feats: -; -

Room #24

North Entry

Archway
Leads to room #18, inhabited by 9 x Allip

Empty

The Depth's of Dolza's Lair by drow


http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License

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