Bite +4 (+1 size, +2 Base, +1 WF) (1d4, X2); Fort vs DC12 or catch disease; Face/Reach 5ftX5ft/5ft
Special Qualities: Scent
Saves:: Fort +3, Ref +5, Will +3;
Abilities: Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4; AL:N
Skills: Climb +11, Hide +11, Move Silently +6
Feats: Weapon Finesse(Bite)
CR: 1/3
Page 15.
3. Food Storage Room
4. Guard Room
3 Large Fighter Kobolds
SZ S; HD 1d8; HP 5 each; Init: +1, Spd 30;
1.{ OOOOO } 2.{ OOOOO } 3.{ OOOOO } AC 17 ( +1 size, +1 Dex, +1 Natural, +2 Armour, +2 Large Shield which gives benefits of tower shield do to kobold small size )
Atk:
Shortspear +3 (1d8+3, X3); RI:20ft; Face/Reach:5ftx5ft/5ft
  Each Orc carries 2, one for throwing
Special Qualities: Darkvision 60ft, Light Sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +2, Spot +2
Feats: Alertness
CR:1/2
Shortspear +3 (1d8+3, X3); RI:20ft; Face/Reach:5ftx5ft/5ft
    Each Orc carries 2, one for throwing
Special Qualities: Darkvision 60ft, Light Sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +2, Spot +2
Feats: Alertness
CR:1/2
Shortspear +3 (1d8+3, X3); RI:20ft; Face/Reach:5ftx5ft/5ft
    Each Orc carries 2, one for throwing
Special Qualities: Darkvision 60ft, Light Sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +2, Spot +2
Feats: Alertness
CR:1/2
Special Qualities: Darkvision 60ft, Light Sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +2, Spot +2
Feats: Alertness
CR:1/2
Special Qualities: Darkvision 60ft, Light Sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +2, Spot +2
Feats: Alertness
CR:1/2
Special Qualites: Darkvision 60ft, Light Sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +2, Spot +2
Feats: Alertness
CR:1/2
Special Qualities: Darkvision 60ft, Light Sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +2, Spot +2
Feats: Alertness
CR:1/2
Special Qualities: Darkvison 60ft, Light Sensitivy
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +4, Spot +3
Feats: Alertness
CR:1/2
Special Qualities: Darkvision 60ft
Saves: Fort +6, Ref +0, Will +1
Abilities: Str 21(+5), Dex 8(-1), Con 15(+2), Int 6(-2), Wis 10, Cha 7(-2); AL:CE
Skills: Climb +4, Listen +2, Spot +2
Feats: WF:greatclub
CR:2
Special Qualities: Darkvision 60ft, Light Sensitivity
Saves: Fort +2, Ref +0, Will -1
Abilities: Str 15(+2), Dex 10, Con 11, Int 9(-1), Wis 8(-1), Cha 8(-1); AL:CE
Skills: Listen +2, Spot +2
Feats: Alertness
CR:1/2
Special Qualities: Darkvision 60ft
Saves: Fort +4, Ref +0, Will 0
Abilities: Str 15(+2), Dex 10, Con 13(+1), Int 8(-1), Wis 11, Cha:8(-1); AL:CE
Skills: Listen +3, Spot +3
Feats: Power Attack;
CR:1
1 Dwarven Warrior See text, if used Waraxe is on the wall in 36, armour traded to hobgoblins.
SZ:M; HD:2d10; HP:12; Init:+1; MV:20ft
{ OOOOO OOOOO OO } AC:11
Atk:
any simple or martial weapon, +2 base, +2Str, +1Atk vs Orcs and goblinoids
SV: Fort:+0, Ref:+1, Will:+2
Str:13(+1), Dex:8(-1), Con:-, Int:-, Wis:10, Cha:11; AL:N
Feat: Toughness
Immune to mind-influencing, poison, sleep, paralysis, stunning, and disease. Not subject to criticals, subdual, ability damage, energy drain or death from massive damage. CR:1/2
51. Boulder Filled Passage No monsters
52. Hall of SkeletonsNote 3rd Ed Skeletons are tougher than original
12 Skeletons
SZ:M; HD:1d12; HP:6 each; Init:+5; Spd:30ft
1.{ OOOOO O } 2.{ OOOOO O } 3.{ OOOOO O } 4.{ OOOOO O }
5.{ OOOOO O } 6.{ OOOOO O } 7.{ OOOOO O } 8.{ OOOOO O }
9.{ OOOOO O } 10.{ OOOOO O } 11.{ OOOOO O } 12.{ OOOOO O } AC:13 (+1 Dex, +2 Natural)
Atk:
2xclaws +0 (1d4, X2)
SV: Fort:+0, Ref:+1, Will:+2
Str:10, Dex:12(+1), Con:-, Int:-, Wis:10, Cha:11
Feats: Improved Initiative
Immune to mind-influencing, poison, sleep, paralysis, stunning, and disease. Not subject to criticals, subdual, ability damage, energy drain or death from massive damage.
Immune to cold, 1/2 damage from slashing and piercing weapons CR:1/3
SV: Fort:+0, Ref:+1, Will:+2
Str:13(+1), Dex:8(-1), Con:-, Int:-, Wis:10, Cha:11; AL:N
Feat: Toughness
Immune to mind-influencing, poison, sleep, paralysis, stunning, and disease. Not subject to criticals, subdual, ability damage, energy drain or death from massive damage. CR:1/2
All have P.From.G amulets, immune to mental attacks CR:2 each
57. Hall of Undead Warriors
20 Skeletons
SZ:M; HD:1d12; HP:6 each; Init:+5; Spd:30ft
1.{ OOOOO O } 2.{ OOOOO O } 3.{ OOOOO O } 4.{ OOOOO O }
5.{ OOOOO O } 6.{ OOOOO O } 7.{ OOOOO O } 8.{ OOOOO O }
9.{ OOOOO O } 10.{ OOOOO O } 11.{ OOOOO O } 12.{ OOOOO O }
13.{ OOOOO O } 14.{ OOOOO O } 15.{ OOOOO O } 16.{ OOOOO O }
17.{ OOOOO O } 18.{ OOOOO O } 19.{ OOOOO O } 20.{ OOOOO O } AC:13 (+1 Dex, +2 Natural)
Atk:
2xclaws +0 (1d4, X2)
SV: Fort:+0, Ref:+1, Will:+2
Str:10, Dex:12(+1), Con:-, Int:-, Wis:10, Cha:11
Feats: Improved Initiative
Immune to mind-influencing, poison, sleep, paralysis, stunning, and disease. Not subject to criticals, subdual, ability damage, energy drain or death from massive damage.
Immune to cold, 1/2 damage from slashing and piercing weapons CR:1/3
SV: Fort:+0, Ref:+1, Will:+2
Str:13(+1), Dex:8(-1), Con:-, Int:-, Wis:10, Cha:11; AL:N
Feat: Toughness
Immune to mind-influencing, poison, sleep, paralysis, stunning, and disease. Not subject to criticals, subdual, ability damage, energy drain or death from massive damage. CR:1/2
58. Temple of Evil Chaos Nobody here
Page 23.
59. The Chambers of the Evil Priest
Evil Priest
SZ:M; HD:3d8; HP:14; MV:20ft
{ OOOOO OOOOO OOOO } AC:21 ( +1 Dex, P from G amulet, +8 Masterwork Full Plate, [+3 Masterwork lg steel shield] );
Atk: