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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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