Maze of the Lost Sorcerer

 

Maze Properties

Teleporting: Teleport attempts bring all casters back to chamber 22. Plane shifting sends characters to the Abyss.

Doors: 50% chance that door casts Magic Missile (caster level 10) on whoever attempts to open it, inflicting an automatic 25 points of damage thereby. This effect is completely random, but only occurs a maximum of 10 times a day. Effect can be dispelled for 1d4 rounds (against caster level 20). Doors block all attempts to detect things through them.

Walls: Walls are coated in Walls of Force. Detection magic does not work through them, and inside the stone, embedded sheet metal blocks mental contact abilities.

Ceiling: 12.5 feet high, unless otherwise noted.

 

Detect Magic constantly reads out moderate divinations, evocations, and conjurations coming from all directions. Casting Dispel Magic has a 50% chance of summoning Acid Fog or Incendiary Cloud (DM’s choice), centered on caster.

 

1) Entryway.

 

2) Illusory steps with treasure box cover 50 foot pit (5d6 damage). Caster level 20, disbelief DC 20.

 

3) Water from fall is poisonous to drink, causing 1d3 Con damage.

 

4) This chamber is 30 feet high. Illusion magic (caster level 30th, disbelief DC 25) conceals two greater stone golems which have been commanded to attack anyone who opens a door out of the room. After 24 hours, destroyed golems reform.

 

5) The slot next to this number is the safe one to go into.

 

6) Opening this door summons a deadly gorgon out of the Abyss.

 

Advanced Half-Fiend Gorgon

Type: Huge Outsider (Evil)

Hit Dice: 24d10+216 (348 hp)

Initiative: +5

Speed: 40

Armor Class: 25 (+16 Natural, +1 Dex, -2 Size)

Flat-Footed AC: 24

Touch AC: 9

Base Attack/Grapple: +22, Grapple +43

Attacks: Gore +33 and Bite +28 or Bite +33 and 2 Claws +28

Damage: Gore 2d6+13 and Bite 2d6+13 or Bite 2d6+13 and 2 Claws 1d8+13

Space/Reach: 15 ft./10 ft.

Special Attacks: Breath Weapon (DC 30 petrification), Smite Good 1/day +20 dmg, Spell-like Abilities, Trample 2d6+20 (DC 35)

Special Qualities: Darkvision 60, DR 10/Magic, Elemental Resist 10, Low-Light Vision, Scent, SR 34

Saves: Fort +22, Ref +15, Will +9

Abilities: Str 37, Dex 12, Con 27, Int 6, Wis 12, Cha 11

Skills: Spot +28

Feats: Great Fortitude, Improved Initiative, Improved Natural Armor, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack

Epic Feats: Epic Fortitude, Epic Will

Challenge Rating: 17

Treasure: -

Alignment: Neutral Evil

 

Combat

Spell-like Abilities (Sp): 3/day—Darkness, Poison, Unholy Aura. 1/day—Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting, Summon Monster IX, Unhallow, Unholy Blight. Save DC 10 + spell level.

 

7) Opening this door causes the giant rock trap to trigger. The rock causes 20d6 damage, Reflex DC 20 for half. Characters can opt to automatically shift left towards the door at 6.

 

8) Poison arrow chamber. Arrows shooting out of wall get +20 to hit, inflict 1d8 damage and cause 3d6 Str damage with poison (Fortitude DC 20).

 

9) Characters stepping through this door must make a Reflex save (DC 20) or the door swats them into the pit, causing 2d6 initial damage and 10d6 falling damage.

 

10) A treasure box here contains 20,000 gp, and a note reading “Look out!”, at which point a spear shoots out of the ceiling, attempting to impale the reader. +20 to hit, 2d6+16 damage.

 

11) Walls and floor in here are electrified, causing 3d6 points of electrical damage each round. Dispel magic against caster level 20 negates for 1d4 rounds.

 

12) A grave dirt golem is kept in here to attack characters that enter 11.

 

Advanced Grave Dirt Golem of Legend (LM pg. 105)

Type: Huge Construct

Hit Dice: 31d10 (171 hp)

Initiative: +5

Speed: 20

Armor Class: 29 (+20 Natural, +1 Dex, -2 Size)

Flat-Footed AC: 28

Touch AC: 9

Base Attack/Grapple: +20, Grapple +46

Attacks: 3 Slams +38

Damage: Slam 3d10+18 + Soiled Wound

Space/Reach: 15/15

Special Attacks: Berserk, Frightful Presence (Shaken DC 22), Soiled Wound

Special Qualities: Construct Traits, DR 5/Adamantine and Bludgeoning, Darkvision 60, Extra Partial Action Each Round, Fast Healing 5, Hasted, Immunity to Magic, Low-Light Vision

Saves: Fort +14, Ref +15, Will +15

Abilities: Str 47, Dex 13, Con -, Int -, Wis 13, Cha 5

Skills: -

Feats: Improved Initiative, Multiattack

Challenge Rating: 18 (17 normally)

Alignment: Neutral

 

13) Gauntlet chamber. Running through inflicts 5d6 points of acid, cold, electricity, and fire damage each, for a total of 20d6. A Reflex DC (20) saves for half. Dispelling against caster level 30 (vs. four different spells) stops the effect for 1d4 rounds.

 

14) Two deathbringers (MM2 page 55) are kept as guards in here.

 

15) A symbol of death on the ceiling attacks all who pass by it (Fortitude DC 24). Only creatures with 150 or fewer hit points are affected.

 

16) Symbols of pain, triggered by reading, are on both doors in here (Fortitude DC 24).

 

17) A demonflesh golem (Fiend Folio page 86) guards this chamber from intrusion.

 

18) A pedestal holds a Ring of Protection +6. Taking it off the pedestal releases poison gas pellets into the room, which after 1 round begin to deal 1d4 points of Strength damage per round. A Fortitude save (DC 20) negates this effect.

 

19) Minotaur barbarian.

 

Minotaur Barbarian

Type: Large Monstrous Humanoid

Hit Dice: 6d8+14d12 + 160 (278 hp)

Initiative: +5

Speed: 30

Armor Class: 13 (+5 Natural, +1 Dex, -2 Rage, -1 Size)

Flat-Footed AC: 12

Touch AC: 8

Base Attack/Grapple: +20, Grapple +38

Attacks: +5 Flaming Shocking Thundering Human-Bane Huge Greataxe +38/+33/+28/+23, +40/+35/+30/+25 vs. Humans

Damage: Greataxe 3d6+24 + 1d6 Fire + 1d6 Electrical + 2d8 Sonic (Critical only) + 2d6+2 vs. Human (19-20, x3 Crit)

Space/Reach: 10x10, 10 Feet

Special Attacks: Powerful Charge 4d6+19

Special Qualities: DR 3/-, Darkvision 60, Natural Cunning, Scent

Saves: Fort +18, Ref +12, Will +12

Abilities: Str 37, Dex 12, Con 24, Int 6, Wis 10, Cha 6

Skills: Intimidate +8, Listen +9, Search +7, Spot +9

Feats: Improved Critical (Greataxe), Improved Initiative, Improved Toughness, Lightning Reflexes, Power Attack, Quick-Draw, Track, Weapon Focus (Greataxe)

Challenge Rating: 18

Alignment: Chaotic Evil

 

20) Skeleton hangs in a cage from the ceiling. Has on an Amulet of Epic Natural Armor +6.

 

21) Walking through this corridor causes the chamber to suddenly fill one-foot deep with acid, causing 3d12 points of damage per round (Fort DC 20 for half).

 

22) Portal glows here, but no one can pass through.

 

23) Old blacksmith’s chamber. Nothing of value.

 

24) Gelatinous cube covers entire section of chamber.

 

Axiomatic Fiendish Gelatinous Cube

Type: Gargantuan Ooze

Hit Dice: 24d10+240 (372 hp)

Initiative: -5

Speed: 15

Armor Class: 1 (-4 Size, -5 Dex)

Flat-Footed AC: 1

Touch AC: 1

Base Attack/Grapple: +17, Grapple +35

Attacks: Slam +19

Damage: Slam 1d8+9 + 1d6 Acid + Paralysis 3d6 Rounds (Fortitude DC 32)

Space/Reach: 20 ft./15 Feet

Special Attacks: Acid, Engulf (DC 30), Smite Chaos 1/Day (+20 dmg), Smite Good 1/Day (+20 dmg), Paralysis

Special Qualities: Blindsight 60, DR 10/Magic, Immunity to Electricity, Ooze Traits, SR 25, Transparency (Spot DC 15)

Saves: Fort +18, Ref +3, Will +3

Abilities: Str 23, Dex 1, Con 30, Int 3, Wis 1, Cha 1

Skills: -

Feats: -

Challenge Rating: 13

Alignment: Lawful Evil

 

25) A corpse in here wears Full Plate +6 that magically resizes to fit the wearer.

 

26) Portal in here leads to 30.

 

27) Touch plates in front of the doors in here cause the room to flood with negative energy waves, causing 10d6 points of damage (Fort DC 20 for half). Search/Disable DC 20.

 

28) More than 200 lbs. entering this room at the same time causes the floor to give way to a spiked pit trap, causing 5d8 points of damage. A Reflex save (DC 25) gets characters to the other side before the floor gives way. After one turn, the floor closes back up. The floor is two-foot thick stone.

 

29) Two evolved undead angels of decay are kept in here to defeat intruders.

 

Evolved Undead Angel of Decay (page 83 Libris Mortis)

Type: Large Undead

Hit Dice: 26d12+26 (195 hp)

Initiative: +6

Speed: 30, Fly 50 (Poor)

Armor Class: 30 (+14 Natural, +5 Deflection, +2 Dex, -1 Size)

Flat-Footed AC: 28

Touch AC: 16

Base Attack/Grapple: +13, Grapple +35

Attacks: 2 Claws +23 and 2 Wing Slams +17

Damage: Claw 2d6+19 + Rotting Touch, Wing Slam 1d6+12 + Rotting Touch

Space/Reach: 10x10, 10 Feet

Special Attacks: Haste 1/Day, Rotting Aura, Rotting Touch

Special Qualities: DR 10/Adamantine and Magic, Darkvision 60, Fast Healing 3, SR 24, Undead Traits, Unholy Grace

Saves: Fort +14, Ref +18, Will +26

Abilities: Str 39, Dex 14, Con -, Int 20, Wis 20, Cha 20

Skills: Concentration +29, Diplomacy +6, Hide +18, Knowledge (Arcana) +29, Listen +29, Move Silently +26, Search +29, Spellcraft +31, Spot +29, Survival +5

Feats: Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (Claw)

Challenge Rating: 16

Alignment: Chaotic Evil

 

Combat

Rotting Touch (Su): An angel of decay that hits a single foe with more than one touch attack in a round rots its opponent’s flesh. This effect automatically deals an extra 1d6+6 points of damage and restores 5 hp to the angel of decay.

 

30) This room has a portal, but it is impossible to move into the portal (one-way only).

 

31) This chamber smells of brimstone, but a Ring of Epic Wizardry V is mounted on a pedestal within. Removing the ring causes spikes to shoot up out of the floor, dealing 1d4 Dex damage and 5d6 points of normal damage (Ref DC 30 for half and no Dex damage). The spikes are poisoned as well, causing 1d6 Str damage (Fort DC 20 negates). The brimstone smell is an illusion.

 

32) There is an illusory door on the western side of this room. The wall is coated in a contact poison that causes 3d6 points of Str damage (Fort DC 20 negates).

 

33) There is an illusory door on the eastern side of this room. Touching the illusory door causes a poison arrow to shoot out of it (+20 to hit), dealing 1d8+7 points of damage, and coated with a poison that causes 1d6 Int damage.

 

34) This chamber is about 40 feet high. Ten sporebats lair on the ceiling (Fiend Folio page 161).

 

35) A Rod of Epic Spellcasting hangs from the ceiling by a chain. Pulling the rod off the chain causes said chain to whip itself at creatures in the room. It gets +20 to hit and inflicts 4d8 points of damage with each strike. It can also grapple +24, inflicting 2d8 points of damage per round by wrapping around targets’ necks. It has 25 hp, AC 30 and hardness 10.

 

36) As soon as someone steps into the middle of this room, the central tiles give way to form a two-way river of acid. Only the corners of the room are safe. Characters must make a Reflex save (DC 20) or suffer 5d8 points of acid damage (save for half).

 

37) A magic mouth congratulates the heroes and informs them that the prize they seek is just in the next room.

 

38) In this chamber, the artifact is protected by walls of utterly impenetrable glass. No known force can break or pass through the glass, except that of a deity. No sort of spell or mental contact will function.

 

39) The middle of this chamber opens up into a pit when anyone steps onto it. A Reflex save (DC 20) saves victims from falling and suffering 2d6 points of damage. Within, there are eight huge invisible stalkers.

 

Advanced Invisible Stalker

Type: Huge Elemental (Air, Extraplanar)

Hit Dice: 24d8+120 (228 hp)

Initiative: +3

Speed: 30, Fly 30 (Perfect)

Armor Class: 15 (+4 Natural, +3 Dex, -2 Size)

Flat-Footed AC: 12

Touch AC: 11

Base Attack/Grapple: +17, Grapple +35

Attacks: 2 Slams +25

Damage: Slam 3d6+10 (19-20 Crit, x2 Damage + 2d6 dmg + Dev Crit)

Space/Reach: 15x15, 15 Feet

Special Attacks: -

Special Qualities: Darkvision 60, Elemental Traits, Natural Invisibility, Improved Tracking

Saves: Fort +12, Ref +19, Will +10

Abilities: Str 30, Dex 17, Con 18, Int 14, Wis 15, Cha 11

Skills: Listen +29, Move Silently +30, Search +29, Spot +29

Feats: Cleave, Great Cleave, Improved Critical (Slam), Improved Toughness, Lightning Reflexes, Power Attack, Weapon Focus (Slam)

Epic Feats: Devastating Critical (Slam) (DC 20), Overwhelming Critical (Slam)

Challenge Rating: 12

Alignment: Neutral

 

40) Out of the walls on either side come capture nets oiled with a poison that causes tremendous agony and paralysis. First, characters must make a Reflex save to dodge the nets (DC 20). If captured, they must make a Fortitude save every round (DC 20) or suffer 1d8 points of Dex damage and 2d6 points of poison damage. An Escape Artist or Strength check (DC 20) releases the characters. People helping others out of the nets are similarly affected.

 

41) There are 20 tiles in this room that have been magically altered to lift up off the floor spinning, and then hurl themselves at creatures in the room. Each causes 3d6 points of damage against a Reflex save (DC 20).

 

42) This portal leads to Room 30.

 

43) Grates in the floor spew out colorless, odorless hallucinogenic gas. A Will save (DC 20) negates the effect. True Seeing doesn’t stop the mad visions which begin occurring within 5 rounds. Characters see additional, larger enemies during battles, no monsters at all, or either gain spontaneous blindness or maddening X-Ray vision that lets them view their friends’ mind, bodies, and souls (all illusory, though often accurate). This effect lasts for an hour after leaving the room.

 

44) Two chaos beasts dwell in here.

 

Advanced Chaos Beast

Type: Large Outsider (Chaotic, Extraplanar)

Hit Dice: 24d8+96 (204 hp)

Initiative: +2

Speed: 30

Armor Class: 27 (+15 Natural, +2 Dex, +1 Dodge, -1 Size)

Flat-Footed AC: 24

Touch AC: 12

Base Attack/Grapple: +22, Grapple +32

Attacks: 2 Claws +28

Damage: Claw 1d4+6 + corporal instability (Fort DC 26)

Space/Reach: 5x5, 10 Feet

Special Attacks: Corporal Instability

Special Qualities: Darkvision 60, Immunity to Critical Hits, SR 15

Saves: Fort +16, Ref +14, Will +12

Abilities: Str 22, Dex 14, Con 18, Int 10, Wis 10, Cha 10

Skills: Climb +33, Escape Artist +29, Hide +25, Jump +33, Listen +27, Search +27, Spot +27, Tumble +29

Feats: Dodge, Improved Natural Armor x8

Challenge Rating: 16

Alignment: Chaotic Neutral

 

45) Stepping next to the door causes a sonic burst to shoot out of the middle of the floor. This causes 5d8 points of damage, and characters must make a Fortitude save (DC 24) or become deaf.

 

46) There is a trip wire on the eastern side of this room that causes a lightning bolt (Ref DC 20) to shoot out from room 47 into room 46, causing 15d6 points of electrical damage. The red gem in 47 can be seen from here as well.

 

47) This red gem is enchanted to glow supernaturally, charming people into thinking it is valuable. Attempting to take it off the wall results in an axe-like blade thrusting out of the wall at a 90 degree angle at waist-height, inflicting 10d8 points of slashing damage (Reflex DC 20). The gem is worth 500 gp.

 

48) A massive iron golem is in here, standing guard.

 

Massive Iron Golem

Type: Huge Construct

Hit Dice: 30d10+40 (205 hp)

Initiative: -2

Speed: 30

Armor Class: 31 (+25 Natural, -2 Dex, -2 Size)

Flat-Footed AC: 31

Touch AC: 8

Base Attack/Grapple: +25, Grapple +50

Attacks: 2 Slams +40

Damage: Slam 2d12+17

Space/Reach: 10x10, 10 Feet

Special Attacks: Breath Weapon

Special Qualities: Construct Traits, DR 15/Adamantine, Darkvision 60, Immunity to Magic, Low-Light Vision 

Saves: Fort +11, Ref +9, Will +11

Abilities: Str 44, Dex 7, Con -, Int -, Wis 11, Cha 1

Skills: -

Feats: -

Challenge Rating: 18

Alignment: Neutral

 

Combat

Breath Weapon (Su): 10-foot cube, lasting 1 round, free action once every 3 rounds, initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 25 negates.

 

49) Opening the door to this chamber causes a spear to shoot out from the other side (+20 to hit), inflicting 1d8+11 points of damage. When the spear hits, the other end ejects a poisonous gas that quickly fills a 15-foot cube. This gas attacks the nervous system, doing 10d6 points of poison damage (Fortitude DC 20 for half). This gas dissipates in 1 round.

 

50) In the middle of the room is an illusory floor leading down to a 10-foot pit (1d6 damage). A massive swarm of vipers is being kept down here.

 

Massive Ti-Khana Viper Swarm

Type: Huge Magical Beast (Swarm of Diminutive Creatures)

Hit Dice: 38d8+190 (361 hp)

Initiative: +0

Speed: 15

Armor Class: 20 (+11 Natural, +1 Dex, -2 Size)

Flat-Footed AC: 19

Touch AC: 9

Base Attack/Grapple: +29, Grapple -

Attacks: Swarm +34

Damage: Swarm 2d6+7 + Poison

Space/Reach: 15x15, 10 Feet

Special Attacks: Distraction (DC 34), Poison

Special Qualities: Hive Mind, Low-Light Vision, Scent, Spell Resistance 29, Swarm Traits

Saves: Fort +26, Ref +22, Will +16

Abilities: Str 25, Dex 13, Con 20, Int 3, Wis 12, Cha 12

Skills: Climb +22, Listen +14, Spot +14

Feats: -

Challenge Rating: 18

Alignment: Chaotic Evil

 

Combat

Poison (Ex): Fort DC 34 negates. 1d6 Con damage.

 

51) Sitting on a pedestal in here is a +3 Weapon (DM’s Choice) of Animal Dread. (+4 to enhancement, +4d6 damage, DC 27 Fortitude save or die).

 

52) Four manacles lie on the ground in here. Each time someone enters, one of the manacles animates, attempting to clasp itself around the arm of a creature. It gets a +29 grapple bonus (no improved grapple), has 50 hit points, AC 20 (30 when not grappled), and hardness 12. Once it is clapped on, it becomes electrified, dealing 4d6 points of damage per round (no save).

 

53) In here is a +2 Tower Shield of Exceptional Arrow Deflection.

 

54) This is the quicksand chamber. The sturdy floor is an illusion (disbelief DC 20). It is in fact mud. Those who step on it must make a Reflex save (DC 20, 25 if illusion works) or be sucked in. The quicksand is hot, causing 3d6 points of fire damage per round (no save). A Swim check (DC 30) or an Escape Artist check (DC 20) can get a character out. Each time a character fails, the DC increases by 2. After 40, the character can no longer escape on his own.

 

It is much easier for other characters to help a trapped character. This requires only a Balance check by the assisting character (DC 15) and a Strength check by both characters (DC 20). If a character fails the Balance check, he too must make the Reflex save or fall in.

 

55) From here, 56 looks like a long hallway (illusion).

 

56) A half-fiendish purple worm lairs in here.

 

Half-Fiend Purple Worm

Type: Gargantuan Outsider

Hit Dice: 25d10+250 (388 hp)

Initiative: +0

Speed: 20, Burrow 20

Armor Class: 26 (+20 Natural, -4 Size)

Flat-Footed AC: 26

Touch AC: 6

Base Attack/Grapple: +22, Grapple +49

Attacks: Bite +33 and Sting +28

Damage: Bite 2d8+15 and Sting 2d6+7 + Poison

Space/Reach: 20 ft./15 ft.

Special Attacks: Improved Grab, Smite Good 1/day (+20 dmg), Spell-like Abilities, Swallow Whole, Poison (Fort DC 31, initial damage 1d6 Str, secondary damage 2d6 Str)

Special Qualities: Darkvision 60, DR 10/Magic, Elemental Resist 10, Immunity to Poison, Tremorsense 60, SR 35

Saves: Fort +23, Ref +14, Will +7

Abilities: Str 40, Dex 10, Con 28, Int 5, Wis 8, Cha 10

Skills: Bluff +14, Hide +2, Listen +27, Move Silently +14, Spot +13, Swim +43

Feats: Ability Focus (Poison), Improved Critical (Bite), Improved Natural Armor x5, Improved Toughness, Power Attack

Challenge Rating: 18

Alignment: Chaotic Evil

 

Combat

Spell-like Abilities (Sp): 3/day—Darkness, Poison, Unholy Aura. 1/day—Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting, Unholy Blight. Save DC 10 + spell level, caster level 20th.

 

57) A symbol of death (DC 24) is printed on the eastern wall. It is triggered by reading.

 

58) The walls and floor in here become soft 1 round after the character enters, and harden 1 round after that (Reflex save DC 21), trapping people inside. Then the floor becomes electrified (3d8 damage per round, no save). A character leaving his boots behind can escape easily—otherwise it requires a DC 24 Strength check, or a DC 35 Escape Artist check.

 

59) On the eastern wall of this room is a spear trap that triggers whenever anyone crosses through it. +20 to hit, 1d8+11 damage. Anyone struck has Greater Dispel Magic cast on them (+20 to dispel check). The Dispel goes off as soon as the spear strikes any surface, or is stopped by Stoneskin or Protection from Arrows.

 

60) The toxic gas in here causes 1d4 points of Wisdom damage per round (Fortitude DC 20, +1 for each round).

 

61) This pit is 100 feet deep.

 

62) A cone of force shoots out of the south side of the room when characters enter. It inflicts 5d8 points of damage (Fortitude DC 24 for half). Characters failing their Fortitude save must make a Reflex save (DC 28) or be blown back into the pit in 61.

 

63) Sitting on a pedestal in this room are Gloves of Epic Dexterity +8.

 

64) A super umber hulk bursts through the wall.

 

Umber Hulk of Legend

Type: Huge Aberration

Hit Dice: 24d8+312 (420 hp)

Initiative: +7

Speed: 30, Burrow 30

Armor Class: 28 (+16 Natural, +3 Dex, +1 Dodge, -2 Size)

Flat-Footed AC: 24

Touch AC: 12

Base Attack/Grapple: +17, Grapple +41

Attacks: 2 Claws +31 and Bite +29

Damage: Claw 2d6+16 and Bite 2d10+16

Space/Reach: 15x15

Special Attacks: Confusing Gaze (Will DC 26 or Confusion 8 rounds), Frightful Presence (DC 26 or Shaken)

Special Qualities: Darkvision 60, Fast Healing 5, Immune to Acid and Electricity, Tremorsense 60

Saves: Fortitude +26, Ref +21, Will +26

Abilities: Str 42, Dex 17, Con 34, Int 13, Wis 14, Cha 18

Skills: Climb +43, Jump +43, Listen +29

Feats: Dodge, Great Fortitude, Improved Initiative, Improved Toughness, Iron Will, Lightning Reflexes, Luck of Heroes, Multiattack, Power Attack

Epic Feats: Epic Reflexes, Epic Will

Challenge Rating: 14

Alignment: Chaotic Evil

 

65) This a wizard’s study. Many books on Conjuration and Illusion can be found in here. There is also a mighty dread wraith.

 

Mighty Dread Wraith

Type: Large Undead

Hit Dice: 32d12+32 (240 hp)

Initiative: +15

Speed: Fly 60

Armor Class: 29 (+11 Dex, +9 Deflection, -1 Size)

Flat-Footed AC: 18

Touch AC: 29

Base Attack/Grapple: +16, Grapple -

Attacks: Incorporeal Touch +27

Damage: Incorporeal Touch 2d6 + 1d8 Con (DC 34)

Space/Reach: 10x10, 10 Feet

Special Attacks: Constitution Drain, Create Spawn, Greater Dispel Magic 1/day

Special Qualities: Darkvision 60, Daylight Powerlessness, Fast Healing 3, Incorporeal Traits, Lifesense 60, Undead Traits, Unnatural Aura

Saves: Fort +12, Ref +23, Will +22

Abilities: Str -, Dex 32, Con -, Int 17, Wis 18, Cha 26

Skills: -

Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Improved Natural Attack, Improved Toughness, Mobility, Spring Attack

Challenge Rating: 16

Alignment: Lawful Evil