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The Quest of the Gem
A massive and heroic Therran campaign for 4-8 characters of levels 9-12

 

The City of Rabat-wruinu'ili

Introduction:

The author of this scenario freely admits that many of the elements of this city are drawn from the classic Greyhawk module "Vault of the Drow". It is the author's opinion that the drow city and vault were so well done that there is no need to create this city from whole cloth. Nonetheless, the area differs enough from the Greyhawk version that players who have played through the classic module will not know everything that is here.

Vault of Rabat-wruinu'ili:

Refer to the Vault of Rabat-wruinu'ili Map and the key details below.

In general, the huge cavern vault of Rabat-wruinu'ili has a ceiling between 400' and 500' high. Massive stone columns support this ceiling at many points, and most of these are occupied by the great houses. The entire ceiling and much of the walls of the place are coated with lichen that emanates a mauve glow, and these reflect off of crystals embedded into the ceilings and walls so that the entire cavern is bathed in the flickering radiation of the drow that gives them their magical abilities and imbues their weaponry with power.

In those areas claimed by the great houses, many of the walls or other structures are decorated with elaborate artistic works of Continual Faerie Fire spells. These include works that only form discernible patterns when viewed from high above, near the top of the vault.

The fungus forests are dense growths of giant mushrooms and other fungi and lichen along with a dense undergrowth, since there is no sunlight to prevent the undergrowth from proliferating. These are wild places, the refuge of animals, monsters, dangerous plants, and escaped slaves. They are also ideal passages to proceed unseen by the drow.

Unless otherwise stated, all drow in the Vault have the Blindfighting and Ambidexterity NWPs.

A. The Great Archway

This is the great drow road that ends (or begins, depending upon one's point of view) at the southeastern end of the vault. The roadway is well constructed and large, widening to almost 80' wide as it nears the vault and paved to that every single tile on the floor of the road is hand carved with a unique image of spiders.

The great road gives way to the vault entrance in the form of a massive archway, made of pure amethyst shot through with onyx veins. The archway forms images of dancing spiders and webs and at the top of the arch, a pure jet image of Lolth, life-sized and menacing, leans over watching (or leering at) those who enter the vault. The Lolth image has huge rubies for its eight spider eyes and massive diamonds for the two drow eyes. These gems are possibly the largest the party has ever seen, but they are individually warded by powerful tanar'ri bound into them. Assume that each ruby has a vrock bound into it and each diamond a hezrou bound into it. If any are touched by someone other than a priestess of Lolth, the demons (all of them) are released to attack the defilers.

The archway resonates with a Detect Invisibility spell, which is permanent and maintained by the high priestess of the drow. Any invisible creatures trying to pass through the archway are limned in a Faerie Fire spell while a second such spell is cast in a circle around the area where the creature(s) is (are) detected.

A small contingent of drow warriors guards the entrance. These are housed in two towers that flank the entryway on the vault side and are accessed by way of a flying bridge between them. The towers are set flush into the sides of the vault flanking the archway on its vault side.

A steady stream of travellers passes through this archway, at all hours of the day, since there aren't really any hours in the Underdark. This stream includes drow merchants, slaves, occasional bands of human warriors in the service of the Deceiver (though these are rare and attract attention), bugbear warriors, orcs and goblins, quaggoths and troglodytes, occasional derro, and even a few netherbeings of evil bent. None are particularly searched or stopped, but the guards in the towers do keep an eye out and would notice a party of surface dwellers trying to walk through the archway. However, anyone trying to come through invisibly will be questioned carefully and magically.

Each tower is 45' tall and composed of 3 stories. At the top of each tower is a huge signal speculum, always heated by a pot of glowing coals. The specula are covered in a heat-proof cloth when unused, but in times of trouble, are uncovered and shined towards the watchtower at area E. In this way, an alarm can be raised quickly.

A massive gate can be dropped across the passageway, though this has actually never been done in the history of the drow. The gate is a huge drow metal portcullis composed of cross pieces that leave small squares open that are a mere 1' on each side. The mechanism requires two releases to be activated in order to drop and two cranks in order to raise. Each mechanism and crank resides in one of the towers, on the top floor. It takes a single round for the great portcullis to drop and some 10 minutes of effort by strong bugbear slaves using levers to crank it back into place. Anything unlucky enough to be caught under the gate as it dropped would be crushed to death.

Each tower is composed of a barracks on the second storey, a headquarters and armory on the third storey, commons and the mess and kitchen on the ground level, and a cellar for provisions and quarters for the slaves. Stairways lead up to each level and down to the cellar. The towers are entirely made of stone, with interior furnishings of metal.

Within each tower are the following:

24 Drow Male Soldiers
4 Drow Male Sergeants
1 Drow Male Commander
1 Drow Female Priestess/Mage
24 Bugbear Slave Warriors
12 Goblin Slaves (which generally will not fight)

Male Drow Soldiery (24) (AC 1 (15 DEX), MV 13, CL Wa, LV 2, hp 16 ea, THAC0 19, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), javelins (Fa 1/r 4/8/12 1D6/1D6 kdD6), javelin thrower (Av 1/r 8/16/24 1D6+1/1D6+1 kdD8 +3 to hit at short range, +2 at medium, +1 at long), Armour chainmail +1, buckler +1, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 54%, AL CE, XP 650 ea, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +1

Drow Metal Buckler +1

Drow Metal Dagger +1

Drow Metal Shortsword +1

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

D20pp

Drow Male Sergeant (4) (AC -2 (16 DEX), MV 13, CL Wa, LV 4, hp 23, THAC0 17, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, SA specialized in short sword (+1 to hit, +2 damage 3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 58%, AL CE, XP 1400, Source: Drow of the Underdark)

Drow Powers (1/day at 4th level):

Dancing Lights
Faerie Fire
Darkness

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

4D20pp

Drow Male Commander (AC -3 (16 DEX), MV 13, CL Wa/Wi, LV 5/5, hp 30, THAC0 16, #ATT 3/2+1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, SA expertise in short sword (3/2 attacks per round), ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD proficient with buckler, specialized in melee weapon and shield style (may perform an action with shield and still receive its protection to AC), surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 60%, Spell Points (14 INT): 44, AL CE, XP 5000, Source: Drow of the Underdark)

Wizard Spells Memorized:

Magic Missile (4), Shield (4), Sleep (4), Charm Person (4), Web (6), Mirror Image (6), Invisibility (6), Fireball (10), 2 free cantrips

Drow Powers (1/day at 5th level):

Dancing Lights
Faerie Fire (+10')
Darkness (+2' radius)
Levitate
Know Alignment
Detect Magic

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

Spellbook with the memorized spells plus Detect Magic, Read Magic, and 1D4 spells of each of 1st - 3rd level.

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

10D20pp, a platinum and amethyst badge of station worth 250gp.

Drow Female Priestess/Mage AC -2 (16 DEX), MV 13, CL Pr/Wi, LV 5/5, hp 25, THAC0 18, #ATT 2, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), hand crossbow (Av 1/r 4/8/12 1D3/1D2 kdD4), Armour chainmail +2, buckler +2, 16 DEX, SA ambidextrous, drow powers, +1 to hit with missiles (due to DEX), SD surprised on a 1 in 10, vulnerable to bright lights (90% likely to be seen, -2 DEX and -2 to hit, +2 to opponent saves if drow in the light, half that if opponent in the light, cumulative if both in the light), save vs. magic at +2, sense underground phenomenon as dwarves, sense secret doors as elves, MR 60%, Spell Points (16 INT / 15 WIS): 45 / 55, AL CE, XP 5000, Source: Drow of the Underdark)

Wizard Spells Memorized:

Magic Missile (4), Shield (4), Sleep (4), Charm Person (4), Web (6), Mirror Image (6), Invisibility (6), Fireball (10), 2 free cantrips

Priest Spells Memorized [All (Major), Animal (Major), Charm (Minor), Combat (Major), Creation (Minor), Divination (Minor), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Weather (Minor)]:

Command (4), Bless (4), Invisibility to Animals (4), Cure Light Wounds (4), Hold Person (10), Aid (6), Prayer (10), Cause Blindness (10), 3 free orisons

Drow Powers (1/day at 5th level):

Dancing Lights
Faerie Fire (+10')
Darkness (+2' radius)
Levitate
Know Alignment
Detect Magic
Detect Lie
Dispel Magic
Clairvoyance
Suggestion

Magic Items:

Drow Cloak (75% undetected in shadows) [+6 save vs. fire for cloak only]

Drow Boots (as boots of elvenkind)

Drow Metal Chainmail +2

Drow Metal Buckler +2

Drow Metal Dagger +2

Drow Metal Shortsword +2

Spellbook with the memorized spells plus Detect Magic, Read Magic, and 1D4 spells of each of 1st - 3rd level.

20 doses of sleep poison for hand crossbow (save at -4 vs. poison or fall asleep for 2D4 hours, -4 to hit, move at half speed, and +4 to AC during the round hit, sleep occurs at the start of the next round, 1 extra phase to coat a bolt for the practiced and nimble drow [1 round for others])

Treasure:

12D20pp, a platinum and amethyst badge of station worth 300gp

Bugbear Slave Warriors (24) (AC 5, MV 9, HD 3+1, hp 17 ea, THAC0 17, #ATT 1, D by weapon or 2-8 (+2 damage with weapon due to strength), Weapons morningstar (Av 2D4/D6+1 kdD10 +1 to hit platemail), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce armour Ac by 5 at short range and by 2 at medium range), SA surprise (opponents get a -3 to their surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

B. The Lesser Archway

This archway allows egress to a smaller road, which leads to the hinterlands of the Drow Empire, specifically a fortress and trading outpost. As such, this road sees less traffic than the road to A, but nonetheless, is still well used by the same manner of beings that are described as using the road to area A.

There are also two towers here, and if they are slightly smaller (being 35' tall) they are still constructed similarly to area A and contain the same contingent of warriors and magicians and priestesses. There is also a massive gate here, operated exactly like the gate in area A.

The archway here is like that leading to area A, but there is no leering image of Lolth over the entryway. Instead, there are Glyphs of Warding on the archway that activate if any invisible creature passes through the archway. If so, a keening wail goes off and a Dispel Magic cast at 13th level is activated throughout the arch. Anyone so caught will be questioned carefully and magically.

C. The Great Houses

These are the estates of the Great Houses. It should be noted that the Houses hold much less power here in Rabat-wruinu'ili, where the Priesthood of Lolth rules with an iron hand. Nonetheless, 15 of the 24 drow houses have enough influence to maintain estates in the Vault. The estate boundaries are shown on the Vault map, but these are fluid borders, showing generally the extent of house patrols. The most coveted House positions are as far away from the city as possible, so as to minimize the influence of the priesthood upon the goings on of the Houses.

In general, each House is centered around a manor, these being a massive stone column (usually a stalagmite grown together with a stalactite) which has rooms and chambers carved within. In some cases these are clusters of such columns, and these are then bound together by flying buttresses and stone bridges. Most manors dispense with such defenses as walls and gates, since too many drow have the ability to fly or levitate. Most houses also have complexes cut into the cavern wall (except for C4, which is too far from the wall) where emergency stores are kept, as well as slave quarters and barracks, and bridges usually connect the manor house to these.

Most manor houses have massive dungeons beneath them, and secret passages often connect to tunnels that lead to the city's sewer system.

The houses also have outer works, including various warhouses, stone steads, guard towers, etc. throughout their territory. In addition, most houses keep small gardens of fungus and heards of rothe to supplement what is brought in to the city.

Each house is roughly composed of the following when at full strength:

200-1000 Slave Warriors (usually bugbears or quaggoth or ogres, but often punctuated with trolls or other fell beings)

200-500 Soldiers (mainly 2nd level male warriors with appropriate leaders)

100-400 Elite House Guards (mainly 3rd level female warriors with appropriate leaders)

A House Wizard (usually a male wizard of level 9-14)

3-30 House Mages (usually male wizards of level 4-7)

2-16 House Assassins (warrior/rogues of level 5-8)

A Master of Assassins (warrior/rogue of level 9-14)

A House Matron (varies, but usually a high level wizard/rogue or wizard/warrior or warrior/rogue)

3-18 Matron Bodyguard (usually female warrior/wizards of level 4-9)

A Priestess of Lolth (usually single classed of level 6-9)

2-8 Under Priestesses (usually single classed level 1-6)

Assume all drow have +1 armour and weapons for every 3 levels or fraction thereof. Assume all drow have NWP in Blind-fighting and Ambidexterity. Assume all drow over 6th level have the ability to use two innate powers or an innate power and a spell during a single round. Most drow above 4th level will have magic items in addition to their weapons and armour.

However, since the war, most of the 30,000 drow on the surface have been drawn from the Rabat-wruinu'ili house contingents, and as such they should be reduced by half.

Plus a horde of lesser slaves and approximately 100-300 non-warrior drow including artisans, servants, masons, gardeners, etc.

Most houses also have beasts of various kind, including pet spiders, gargoyles, wyverns, etc. These are left to the DM to devise if necessary. Always remember, the houses are paranoid and tend to be wary of strangers.

The Houses are as follows:

C1 = House Man'we-rilthil (troll)

C2 = House Esclindavir (sword spider)

C3 = House Silistrevir (wraith-spider)

C4 = House Mareth-indirun (nabassu tanar'ri)

C5 = House Arsuinvir (phase spider)

C6 = House Iridversi (gargoyle)

C7 = House Noldrilni (fire lizard)

C8 = House Forildir (displacer beast)

C9 = House Lur'we-barinil (giant scorpion)

C10 = House Cunith-iril (hydra)

C11 = House Derinirinil (hell hound)

C12 = House Wendahir (minotaur)

C13 = House Tarron-iril (wyvern)

C14 = House Lilithvuir-comril (bebelith)

C15 = House Maratherin (ghoul)

Each house has a favoured creature listing. These are used in conjunction with the wandering monster table for the vault to determine the nature of encounters in house territory.

Those houses without estates are still represented by manors within the city proper, but lack of an estate denotes lack of status and disfavour by the priesthood. It should be noted that House Maratherin is currently falling out of favour of the priesthood and a low grade war is starting. However, they still maintain their estate holdings for the time being.

D. Lake of Dreams

This large lake is fed by a stream from the north and feeds out to the headwaters of the river the eventually flows through the Drow Empire. The lake is ice cold but pure and is impossibly deep…so deep that none know where it ends or even if it does. Occasional creatures surface in the lake, but usually the lake is uninhabited or laired by groups of blind cave fish.

E. Watchtower

This tower is the main fortification for the Vault. It sits atop a plateau that rises some 50' above the level of the cavern floor. The plateau is naturally inclined to the south and this forms a ramp up which a portion of the road ascends.

The great tower is 100' tall and over 40' in diameter and is made entirely of an iron and drow metal alloy. It is hexagonal in shape and its top is pierced with cruel spires and battlements. Dominating the top of the tower is a huge signal speculum, heated by several pots of coals and covered except during emergencies. A shutter mechanism has been built over the speculum, and the whole can swivel. Thus the tower can serve as a central coordinating position for the Vault defenses, and any alerts received from the guard towers at area A or B will be received here and relayed first to the city and then to each of the houses that is within sight of the tower.

The tower has many levels, including 6 above ground and an immense complex below ground, including dungeons, monster pens, and torture chambers and several tunnels lead into the city and its sewers.

No statistics are given for the inhabitants of the tower. Instead, the DM should merely look at this roster to get an idea of the power the drow can muster against any great threat. The tower guards do watch the streams and the roads that converge around it, and they will certainly send out a patrol to investigate any suspicious activity.

The roster is already adjusted for its depletion due to the war above. In non-war times, the tower houses twice the amount below:

200 Drow Male Soldiery (2nd level warriors)
20 Drow Male Sergeants (3rd level warriors)
400 Bugbear Slave Warriors
100 Drow Female Elite Warriors (3rd level warriors)
40 Drow Female Warrior Mages (warrior/wizards of level 3/3)
20 Drow Female Commanders (warrior/wizards of level 5/5)
50 Drow Male Tower Mages (wizards level 6)
25 Drow Male Tower Wizards (wizards level 8)
3 Drow Male Wizard Commanders (wizards level 11)
Drow Male Master of Arms (warrior level 9)
6 Drow Female War Commanders (warrior level 9)
Drow Female Over Commander (warrior level 13)
12 Drow Female Tower War Priestesses (warrior/priests of level 6/6)
Drow Female High War Priestess (warrior/priest of level 11/12)
20 Nightmares (drow cavalry ridden by Female Warrior Mages listed above)
40 Giant Spiders (commanded by the Priesthood)
6 Subterranean War Lizards (trained for battle and goaded by Bugbears)
100 Troglodyte Fodder (sent screaming ahead into battle)
12 Ghasts (commanded by the Priesthood)
60 Ghouls (commanded by the Priesthood)
30 Skeletons (commanded by the Priesthood)
30 Zombies (commanded by the Priesthood)

Assume drow have +1 armour and weapons for every 4 levels or fraction thereof. The tower is also well accoutered with potions, scrolls, and wands. It is basically not a place the party wants to get caught in or to face en masse.

F. City of Rabat-wruinu'ili

The eldest city of the drow is set atop a massive plateau that rises some 100' above the floor of the cavern. The plateau is sheer, and in fact it appears to be artificially straightened in an attempt to make it more formidable as a defensive mechanism.

The only normal access to the plateau is a ramp-like incline to the north that climbs at a gradual 3 degree incline. The roadway that ascends the ramp ends at the massive city gates. While the drow houses eschew walls, for they are most concerned with drow to drow fighting, the city has built formidable walls in order to protect it from non-drow invaders. That said, no enemy has ever made it far enough into the Drow Empire to assail the walls, but if they did they would face massive curtain walls some 35' tall and 5' thick and made entirely of granite mixed and reinforced by drow metal. The walls are sheer and vertical and buttressed from the city side by massive stone columns. Watch towers pierce the walls at intervals, and these are 50'-60' tall and well fortified. The city gates, the only normal way into the city proper, are massive drow metal affairs, barred by adamantium bars each as thick as a tree trunk and maneuvered into place by a team of iron golems (12 to each gate).

Each tower has a complement of warriors equivalent to one of the towers in area A or B, and the two gate towers have double that number. Each tower has a portable signal speculum upon it that is shuttered, covered, and always warm and allows infravisual signals to be sent to almost any location in the vault.

Within, the city is a panoply of stalagmites, stalactites, and columns. These form most of the greater buildings of the city, and are connected by a bewildering roadway of elevated bridges, platforms, etc. From above the whole almost looks like a jumble of spider webs. These elevated roadways are mostly reserved for the drow nobility and their functionaries and form a sort of city above the city.

On the ground, the common drow and slaves and guests roam streets that are often decrepit with the trash and leavings dropped by the uncaring noble drow on the walkways above. Normal buildings can be found on the ground, along with small or stunted stalagmites used as dwellings by common drow. These buildings range from taverns and dens of iniquity to shops, restaurants, and other establishments. There are few inns in the city, as the drow do not get many visitors, but there are at east 3 guest halls that have places to sleep.

All sorts of debauchery and evil can be seen in the streets of Rabat-wruinu'ili, including corpses, decadent sexual acts, drug use, torture, slavery, etc.

Refer to the City Encounter Chart for possible encounters. Nonetheless, it is up to the DM to run the city portion of the adventure as he deems fit, based on the party's actions. Note that the party will have a more difficult time travelling the upper walkways, as they will have to pass for noble or highly placed drow or their functionaries there, while down below they will be less questioned.

City Encounter Chart:

This chart is not presented as a detailed encounter chart, since the city is just too crowded with encounters to even permit rolling up all of the encounters within. Instead, the party's actions will tend to determine who is encountered and what happens. Nevertheless, a small chart is presented below to assist DMs who might need to generate something on the spot.

Roll 

Encounter 

01-30 
Drow Elf 

31-60 
Slave Race 

61-65 
Tanar'ri 

66-67  
Yugoloth 

68-75 
Giant Rat 

76-77 
Jermlaine 

78-92  
Spider 

93-95 
Spyder-Fiend 

96-00 
Other 

Drow Elf - refer to the Elf, Drow entry on the Vault Encounter table below.

Slave Race - refer to the Slave Race table of the Elf, Drow entry on the Vault Encounter table below. Assume 2-12 of all except duergar and humans (1-6), Ogres (1-10), and Trolls (1-3)

Tanar'ri - refer to the Tanar'ri entry on the Vault Encounter table below.

Yugoloth - generate a random yugoloth encounter from the list below. Statistics are not provided; the DM may generate them as required. Yugoloths are often used by the Deceiver as emissaries and spies.

01-05 = Arcanaloth (1-3)
06-20 = Dergholoth (1-4)
21-40 = Hyrdroloth (1-6)
41-60 = Mezzoloth (2-5)
61-65 = Nycaloth (1)
66-75 = Piscoloth (2-8)
76-77 = Ultraloth (1)
78-90 = Yagnoloth (1)
91-00 = Canoloth (1-3)

Giant Rat - refer to the rat, giant entry on the Vault Encounter table below.

Jermlaine - refer to the gremlin, Jermlaine entry on the Vault Encounter table below.

Spider - roll on the table below and then refer to the proper entry on the Vault Encounter table below.

01-40 = Large Spider
41-70 = Huge Spider
71-85 = Giant Spider
86-90 = Phase Spider
91-95 = Sword Spider
96-00 = Other Spider

Spyder-Fiend - refer to the spyder-fiend entry on the Vault Encounter table below.

Other - DM's choice or an exceptional encounter (e.g. kuo-toan traders, undead, etc.).

G. The Fane of Lolth

Dominating the cityscape is the great Fane of Lolth. It is a massive column that stretches from the city floor to the vault ceiling. Refer to the Fane of Lolth section for more details.

Encounter Tables:

The following sets of tables indicate wandering encounters for the Vault and the City.

Vault Encounters:

Check for a vault encounter once every 10 minutes if travelling or stationary out in the open and once every hour if in a sheltered location. An encounter occurs on a roll of 01-25. If an encounter is indicated, roll another check for a second encounter in the same check. Keep rolling until a check is not successful. Multiple encounters for the same check might indicate a combined encounter or a series of encounters that happen one after the other.

There are two columns for the table. One is for the open areas and the other for the fungus forests.

The roads through the vault allow movement at normal rates. That means humans who are unencumbered would move at a rate of 1 hex every 3 minutes. Off road movement is halved (due to rugged terrain) to 1 hex every 5 minutes. Movement through the fungal forests is at 1 hex every 10 minutes.

If an encounter is indicated within the bounds of a noble house's territory, then allow a straight 25% chance that the favoured creature listed the description for area C of the vault is encountered.

Etherealness - Should the party attempt to travel the vault ethereally, they will encounter difficulties. Phase spiders patrol the vault area on the ethereal plane, along with various captive tanar'ri, and these will quickly warn their masters and then mass to attack the invaders.

Fungus 

Vault 

Result 

01-02 

01-02 
Bat, Huge 

03-04  
  Beetle, Giant, Boring 

05-07
  Beetle, Giant, Fire 

08-09 

03-07  
Bugbear 

10-11 
  Carrion Crawler 

12-14
  Centipede, Giant 

15-16  
  Centipede, Megalo- 
 

08-09 
Elf, Drider 

 17-19

10-19 
Elf, Drow 

20-27 
  Fungus, Shrieker 

28-29 
  Fungus, Violet 

30-31 
  Fungus, Ascomid 

32-33 
  Fungus, Phycomid 
 

20-21 
Gargoyle 
 

22-23 
Ghoul 

34-35 

24-30 
Goblin 

36-37 
  Gremlin, Jermlaine 

38-40 

31-33 
Kobold 
 

34-36 
Lizard, Giant 

41-42 

37-38 
Lizard, Subterranean 
 

39-40 
Minotaur 
 

41-43 
Ogre 
 

44-45 
Orc 

43-44  
  Plant, Intelligent, Shambling Mound 
 

46-49 
Quaggoth 

45-46 

50-55 
Rat, Giant 

47-48 
  Roper 

49-53 

56-60 
Rothe 

54-55 
  Scorpion, Giant 

56-58  
  Scorpion, Huge 

59-62 
  Scorpion, Large 

63-64 
  Slug, Giant 

65-67  
  Snake, Constrictor, Giant 

68-69  
  Snake, Serpent Vine 

70-72 

61-63 
Spider, Giant  

73-76 

64-67 
Spider, Huge 

77-81 

68-72 
Spider, Large 
 

73-74  
Spider, Phase 

82-83 
  Spider, Sword 
 

75-76 
Spyder-fiend 
 

77-78 
Tanar'ri 

84-86 
  Toad, Giant 

87-88 

79-81 
Troglodyte 

89-90 

82-84 
Troll 
 

85-86 
Vampire 
 

 87-88
Wight 
 

89-90 
Wraith 

91-00 

91-00 
Other Table (roll on the other column [01-45], roll a random house favoured creature encounter [46-90], roll on the Main passageway column of the Drow Empire wandering encounter chart [91-95] or on the Side passageway column of the same chart [96-00]) 

Bat, Huge (1-8) - These evil mammals are certainly dangerous and tend to hunt lone stragglers or rothe that are unherded. They will generally give drow elves a wide berth. They roost high on the ceiling of he vault, often in cracks and crevices that dot the roof.

Huge Bat (AC 7, MV 3 fl15[C], HD 5, hp 24 ea, THAC0 15, #ATT 1, D 2-8, SA surprise (-3 to opponent surprise rolls), screech in 20' radius (causes pain which forces a save vs paralyzation or victim must cover his ears rather than fight), SD AC of 2 when in ideal flying conditions, AC 7 in crowded flying conditions, and AC 10 when not flying, AL NE, XP 650 ea, Source: Monstrous Manual)

Beetle, Giant, Boring (3-18) - These rapacious hunters tend to stay in the fungal forests, where there is plenty of rotting organic matter to chew on. They are likely to have a nest dug into the ground of the fungal forests, often the entrance to which is the hollowed out stalk of a giant mushroom. Such nests have slimes and molds and shriekers raised both as food sources and as guardians.

Boring Beetle (AC 3, MV 6, HD 5, hp 26 ea, THAC0 15, #ATT 1, D 5-20, AL N, XP 175 ea, Source: Monstrous Manual)

Beetle, Giant, Fire (3-12) - A great many of these creatures roam the walls, floor, and even ceiling of the vault, providing an eerie accent of slowly moving red dots amidst the mauve glow of the vault landscape. These creatures are both predator and prey and form a vital part of the vault ecosystem.

Fire Beetle (AC 4, MV 12, HD 1+2, hp 7 ea, THAC0 19, #ATT 1, D 2-8, AL N, XP 35 ea, Source: Monstrous Manual)

Bugbear (2-16) - These are almost always favoured slaves of a drow house, the priesthood, or some noble or merchant. Most will bear a brand of their master or wear an earring showing their owner. Bugbears are usually reserved for gladiatorial matches and as house fodder and personal bodyguards. They tend to enjoy trying to sneak up on other beings, simply to keep in practice and prove their prowess, though they'd never intentionally try that against a drow. Should they successfully sneak up on weaker folk, they often carry through and attack them for sport. As favoured slaves, bugbears tend to be loyal to their masters.

Bugbears encountered in the vault are likely either patrolling if near house grounds, or travelling on a mission for their patron. Bugbears encountered in the fungal forests are likely hunting or searching for humanoids to capture as slaves.

Bugbear (AC 5, MV 9, HD 3+1, hp 19 ea, THAC0 17, #ATT 1, D by weapon (+2 due to STR), Weapons footman's mace (Av 1D6+1/1d6 kdd10, +2 vs mail), javelin (x6) (Fa 1/r 4/8/12 1D6/1D6 kdD6), Armour chainmail, SA surprise (opponents suffer a -3 to their surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

Carrion Crawler (1-6) - These ceatures are both pests to the vault inhabitants and serve a vital purpose consuming carcasses and the like before they can cause disease, which can be deadly in an enclosed space like the vault. Crawlers usually dwell high on the ceilings or walls of the vault near or above the fungal forests, coming down only to hunt when their keen eyes and sense of smell tells them that prey is available.

Carrion Crawler (AC 3/7, MV 12, HD 3+1, hp 17 ea, THAC0 17, #ATT 1 or 8, D 1-2 or special, SA paralysis (save or be paralyzed for 2-12 turns), AL N, XP 420 ea, Source: Monstrous Manual)

Centipede, Giant (2-24) - Like the carrion crawlers, these scavengers generally dwell on the walls of the cavern, usually near fungal forests, and they emerge and hunt within the dense groves of the vault.

Giant Centipede (AC 9, MV 15, HD 1/4, hp 2 ea, THAC0 20, #ATT 1, D nil, SA poison (save at +4 or be paralyzed for 2D6 hours), SD -1 penalty to saves due to small size, AL N, XP 35 ea, Source: Monstrous Manual)

Centipede, Megalo- (1-4) - Unlike their smaller cousins, these monstrousities dwell within the fungal forests, usually lairing amidst heaps of dead mushrooms or burrowed into the bat guano and detritus that forms the "soil" of the forests.

Megalo-Centipede (AC 5, MV 18, HD 3, hp 16 ea, THAC0 17, #ATT 1, D 1-3, SA poison (save or die, successful save results in 2-4 acid damage), AL N, XP 175 ea, Source: Monstrous Manual)

Elf, Drider (1 or 1-4) - These horrible outcasts of drow society generally have no place within the vault. However, they are sometimes encountered therein either on a mission for some drow mistress or for the Lolth priesthood, or sometimes they are seeking sport, which includes killing not just drow slave races, but drow themselves! That aside, the driders are likely to be just as hostile to PCs as they are to the drow. Note, however, that driders are not stupid, and they know and respect the prowess of drow elves. A lone drider is not going to assault a group of a dozen drow, unless perhaps it casts a mass affect spell and watches the results while having a teleport handy to escape.

Most driders dwell outside the vault, in isolated caves far from the inevitable hunting parties of their kin. However, a known population of these creatures also dwells under the city, in the sewers (just like in Yyered Nulthil).

Allow a 10% chance that 1-4 driders are encountered, otherwise, a single creature will be encountered. Also, allow a 10% chance that 2d6 huge spiders accompanies the drider(s). Use the statistics for Spider, Huge presented herein.

60% of driders encountered will be priests of 6th level. The rest will be mages of 8th level.

Priestly Drider (AC 3, MV 12, HD 6+6, CL Pr, LV 6, hp 43 ea, THAC0 13, #ATT 1, D 1-4 or by weapon (+1 for STR), Weapons battle axe (Av 1D8/1D8 kdD10), shortbow (Av 2/r 10/20/30 1D6/1D6 kdD6), SA poison bite (save at -2 or by paralyzed for 1-2 turns), poison weapons (same as bite), surprise (lone drider surprises opponents 1-5 in 10), MR 15%, Spell Points (13 WIS): 59, AL CE, XP 5000 ea, Source: Monstrous Manual)

Spells Memorized [All (Major), Animal (Major), Combat (Major), Elemental (Major), Guardian (Major), Healing (Major), Necromantic (Major), Protection (Major), Summoning (Major), Charm (Minor), Creation (Minor), Divination (Minor), Weather (Minor)]:

Cure Light Wounds (4), Curse (4), Command (4), Spidereyes (4), Darkfire (6), Hold Person (6), Silence 15' r (6), Dispel Magic (10), Cure Serious Wounds (15)

Priestly Powers:

Command Undead (as turning)

Treasure:

D100pp, 3 rough gems worth 100gp each, platinum unholy symbol to Lolth

Wizardly Drider (AC 3, MV 12, HD 6+6, CL Pr, LV 8, hp 42 ea, THAC0 13, #ATT 1, D 1-4 or by weapon (+1 for STR), Weapons battle axe (Av 1D8/1D8 kdD10), shortbow (Av 2/r 10/20/30 1D6/1D6 kdD6), SA poison bite (save at -2 or by paralyzed for 1-2 turns), poison weapons (same as bite), surprise (lone drider surprises opponents 1-5 in 10), MR 15%, Spell Points (15 INT): 99, AL CE, XP 3000 ea, Source: Monstrous Manual)

Spells Memorized:

Shield (4), Magic Missile (4), Chromatic Orb (4), Invisibility (6), Detect Invisibility (6), Web (6), Stinking Cloud (6), Fly (10), Slow (10), Fireball (10), Dispel Magic (10), Ice Storm (22), 1 free cantrip (1)

Treasure:

D100pp, 4 rough gems worth 100gp each

Note: Drider mages rarely carry their spellbooks with them.

Elf, Drow (varies) - These are, obviously, the main residents of the vault and are ubiquitous throughout the cavern. Roll on the following table to determine the nature and composition of any drow met. You will note that while this vault is their homeland, few drow travel alone, for their own home is a very dangerous environment…and the drow wouldn't have it any other way!

Fungus 

Vault 

Result 

01-35 

01-10 
Drow Hunter 

36-37 

11-40 
Drow Merchant 

38-39  

41-45 
Drow Priestess

40-43 

46-60 
Drow Citizen 

44-48 

61-80 
Drow Patrol 

49-50 

81-85 
Drow Noble 

51-54 

86-95 
Drow NPC 

55-98 

96-98  
Drow Renegade 

99-00 

 99-00
Special 

When Slave Races are indicated, roll on the following table. Technically, a roll should be made for each slave, but to save time the DM can group them into 1 roll for every 3 or 6 or even the entire slave group.

 Roll

Result 

01-25 
Bugbear 

26-50 
Goblin 

51-55 
Kobold 

56-65 
Ogre 

66-68 
Orc 

69-80 
Quaggoth 

81-90 
Troglodyte 

91-93 
Troll 

94-96 
Duergar 

97-98 
Human 

99-00 
Other 

Refer to the Slave Races section below for statistics and information regarding the slaves.

Please note that statistics are not presented for drow. They are simply too varied to present in a comprehensive manner. The DM is advised to roll up drow encounters beforehand.

Assume all drow have +1 armour and weapons for every 3 levels or fraction thereof. Assume all drow have NWP in Blind-fighting and Ambidexterity. Assume all drow over 6th level have the ability to use two innate powers or an innate power and a spell during a single round. Most drow above 4th level also have at least one magic item, even if it is merely a potion or scroll.

When determining the level of drow classes, the term "bump" means the chance of adding another die to the level total. Bumps are consecutively cumulative, meaning that the bump roll is checked multiple times until the first time a bump roll is failed. For example:

Warrior 2D3 levels, 5% bump D3

Means you roll 2D3 to determine the level of the warrior. You then roll percentile dice. If a 01-05 results, you add a D3 and roll the percentiles again. As long as you keep rolling 01-05 you add another D3 to the level total. Once you roll 06-00, you add no further levels.

When a multi-class character receives a bump, it is applied to all each of his classes.

By using this method, you can generate a level distribution where higher levels are possible but very rare.

Drow Hunter:

2D6 drow males, 1D6 slaves

These are groups of drow, often youthful males, out on the hunt, whether for recreation or to provide some stock for the larder. Although hunters often ply the passages and caverns outside of the vault, there is some hunting to be had within the vault confines. In addition, hunters might be searching for escaped slaves, new slaves, or even for a creature needed for material components by their mistress. Unlike most surface world hunters, drow have little respect for their prey and delight in causing their quarry as much pain and terror as possible before capturing of dispatching them.

Hunters will almost always have hand crossbows with sleep poison as well as drow javelins.

To determine the class and level of hunters, roll for each hunter:

01-85 = normal drow elf
86-95 = warrior of level 2D3 with a 10% bump of D3
96-98 = warrior/rogue of level 2D3 each with a 10% bump of D3
99-00 = warrior/wizard of level 2D3 with a 5% bump of D3

Drow Merchant:

Either:

01-50 = D4 drow (usually males), 1D8 slaves, or
51-00 = D6 drow (usually males), 2D8 slaves, 1D6 pack lizards (treat as tame giant lizards)

Drow merchants will either be city merchants who are out in the vault on commerce, possibly visiting one of the noble houses in order to negotiate a deal or to place or take orders or they will be a caravan heading into or out of the vault to ply the Empire's trade routes or to deliver supplies to an outpost. Because mercantilism is frowned upon as a lowly profession in this city dominated by the Lolth priesthood, merchants are almost exclusively male.

To determine the class and level of merchants, roll for each merchant:

01-90 = normal drow elf
91-96 = rogue of level D4+1 with a 5% bump of 1
97-00 = warrior of level D3+1 with a 5% bump of 1

Drow Priestess:

D3 drow priestesses, 2D6 drow female bodyguards, 3D6 slaves, 50% chance of D12 spiders

Always female, these are the highest social caste in the vault and tend to lord it over all others. They are always surrounded by an entourage, and will be encountered in the vault usually either on a diplomatic mission to one of the houses or, more rarely, on a pilgrimage to another city, outpost, or fortress to tend to the unholy needs of Lolth in such places.

To determine the class and level of priestesses, roll for each priestess:

Priest of 2D3 levels with a 15% bump of D3

To determine the level of the bodyguards, roll for each bodyguard (or in total):

Warrior of D3+1 with a 10% bump of D2

To determine the spiders present, roll for each spider (or in total):

01-50 = large spider
51-75 = huge spider
76-90 = giant spider
91-85 = sword spider
86-90 = phase spider
91-95 = gargantuan spider
96-00 = wraith-spider

Drow Citizen:

D6 drow (60% each is male, 40% female), 10% chance 1D6 slaves

Drow citizens are usually commoners who are on business heading from one part of the vault to another. Perhaps a craftsman returning to home in the city after working for a time crafting something for one of the noble houses. They tend to be wary and keep to themselves, as they are low on the pecking order. Citizens with slaves are probably well-to-do citizens, perhaps even minor nobles or functionaries for one of the noble houses.

To determine the class and level of citizens, roll for each citizen:

01-95 = normal drow elf
96-98 = rogue of level D2+1 with a 15% bump of D2
99-00 = warrior of level D3+1 with a 10% bump of D2

Drow Patrol:

50% D3 female drow, 3D6 male drow, 4D6 slaves and 50% chance of either 1-12 spiders (if encountered outside of house grounds) or house favoured creature (if encountered within house grounds). Allow a 20% chance a given patrol is mounted upon trained subterranean lizards (slaves will not be so mounted). These mounts have special saddles that allow their riders to remain mounted even when the lizard is travelling across the walls or ceiling.

Subterranean Lizard Mounts (AC 5, MV 12, HD 6, hp 32 ea, THAC0 15, #ATT 1, D 2-12, SA clamp (an attack roll of 20 means the bite does double damage and the victim suffers 2-12 damage per round thereafter), AL N, XP 650 ea, Source: Monstrous Manual)

These patrols are strong groups that patrol the vault. Those encountered outside of the noble house grounds belong to the priesthood and are charged with patrolling the vault looking for enemies (duergar, deep gnomes, etc.) or monsters that might wander into the vault and threaten the place.

These patrols are generally confident and suspicious and have the right to question any group found in the vault as to their business and affiliations. All patrols outside of house grounds have signal horns to warn of trouble, and a blast on such will attract nearby patrols and eventually even stronger responses.

To determine the class and level of patrollers, roll for each patroller:

For females:

01-85 = warrior of level 2D3 with a 15% bump of D3
86-00 = warrior/wizard of level 2D3 with a 10% bump of D2

For males:

01-50 = normal drow elf
51-85 = warrior of level D3+1 with a 10% bump of D2
86-00 = warrior/wizard of level D2+1 with a 10% bump of D2

To determine the spiders present, roll for each spider (or in total):

01-50 = large spider
51-75 = huge spider
76-90 = giant spider
91-85 = sword spider
86-90 = phase spider
91-95 = gargantuan spider
96-00 = wraith-spider

For house encounters, refer to the House Encounter section below.

Drow Noble:

D4 drow nobles (female 01-75, male 76-00), 3D6 male bodyguards, 4D6 slaves

These are usually nobles of one of the houses travelling with entourage on various sorts of business, including negotiations with other houses, meetings with the priesthood, or travel to another city. They are exceptionally haughty and expect immense respect from non-noble drow.

To determine the class and level of nobles, roll for each noble:

For female nobles:

01-50 = warrior of level D6+1 with a 10% bump of 1
51-65 = wizard of level d6+1 with a 10% bump of 1
65-70 = rogue of level D6+1 with a 5% bump of 1
71-80 = warrior/wizard of level D6+1 with a 10% bump of 1
81-90 = warrior/rogue of level D6+1 with a 10% bump of 1
91-00 = wizard/rogue of level D6+1 with a 5% bump of 1

For male nobles:

01-35 = warrior of level D4+1 with a 10% bump of 1
36-70 = wizard of level D6+1 with a 10% bump of 1
71-90 = warrior/wizard of level D3+1 with a 15% bump of D2
91-95 = rogue of level D6+1 with a 15% bump of D2
96-98 = warrior/rogue of level D6+1 with a 10% bump of 1
99 = wizard/rogue of level D6+1 with a 5% bump of 1
00 = warrior/wizard/rogue of level D4+1 with a 5%bump of 1

For bodyguards:

01-25 = normal drow elf
26-85 = warrior of level D2+1 with a 10% bump of 1
86-95 = warrior/wizard of level D2+1 with a 10% bump of 1
96-00 = warrior/rogue of level D3+1 with a 10% bump of 1

Note: All nobles will have magical house insignia. Assume nobles of level 1-4 have only minor insignia powers, those of 5-8 have intermediate and minor powers, and those of 9+ have all powers.

Also, noble drow may use their innate powers 1/day per 10 years of life. Assume, as a rule of thumb, that a drow has lived for a number of decades equal to her level plus one. Count multi-classed drow as having the sum of all levels. So a warrior/wizard of level 3/3 is assumed to be 70 years old.

Drow NPC:

D6 drow (60% male, 40% female), 25% chance of D6 slaves

These are essentially free agents of drow society. They are those exceptional individuals who have managed to advance in power without becoming ensnared by any faction of the vault and without being destroyed by those same factions whose grasp they have avoided. Such free agents serve a valuable purpose in a society as Byzantine as drow society. They serve as confidants, referees, mercenaries, and assassins. Such drow are very cautious and very careful, as only those qualities will have allowed them to prosper for so long.

To determine the class and level of NPCs, first roll for class. Then determine the level of each class.

To determine class, roll on the below chart. Should the multi-class result be generated, roll twice on the chart and those are the classes for the drow. Should the same class come up twice or should one of the two rolls result in a multi-class result, then that drow is not multi-classed. Should BOTH rolls result in multi-class, then the drow is potentially a triple class and possibly a multi-class. Roll three times and apply the results as rolled, with further multi-class results or duplicate class results having no effect.

For example, a drow class is rolled for and multi-class comes up. The DM makes two more rolls. The first result is warrior and the second is rogue. The drow is a warrior/rogue. On the other hand, had both rolls been warrior, then the drow would simply be a warrior. Had one roll been a warrior and one a multi-class, the drow would be a warrior.

As another example, a drow class is rolled an multi-class is the result. Two rolls are made and BOTH come up multi-class. The DM now rolls 3 times to determine triple-class. If the result is a warrior, wizard, and rogue, then the drow is a triple class. If the result is a warrior, warrior, and wizard, the drow is a multi-class warrior/wizard. If the result is 3 warrior rolls, then the drow is a single class warrior. If the result is warrior and 2 multi-class, then the drow is a single class warrior.

If the triple-class rolls result in 3 multi-class results, the drow is a warrior/wizard/rogue.

Class Chart:

01-50 = warrior
51-75 = wizard
76-00 = rogue

To determine levels for each of the classes, simply roll 2D3 with a 15% bump of D2.

Drow Renegade:

D6 drow (60% male, 40% female)

These are drow in hiding. Usually they are out of favour of some faction and do not have connections or power enough to ally with some other faction. Drow can go renegade for a variety of reasons, including failed assassination attempts, disrespect of a superior, failing a mission, or any number of other reasons. Renegade drow are VERY suspicious and careful, but are also the most likely to befriend enemies of the drow. By no means are most renegade drow good hearted. Most are just as evil as their fellow non-renegade drow, but circumstances have driven them into hiding.

Most renegade drow will be hiding out in the fungal forests, where they eek out a living. Those travelling the vault in the open will be furtive and avoid contact whenever possible.

To determine the class and level of renegades and their former stations, simply reroll on the drow encounter chart for the vault and apply the result, including class and levels (but not slaves or bodyguards). Renegade nobles will not have functioning house tokens, as the house wizards will have cursed them. Renegade Lolth priestesses might have their spells and priestly powers or might not depending upon whether they have gone renegade because of disobedience to Lolth (assume 50% chance renegade priestesses have fallen out of favour with Lolth and receive no priestly powers or priest spells).

Special:

This can be anything, from a good or neutral aligned drow elf to an odd class such as a bard. It could also involve something as terrifying as a drow vampire or lich! The DM should design an appropriately unique encounter.

Slave Races:

These are the slave races listed on the table. Each has a block of statistics and then a brief description.

Bugbear:

(AC 5, MV 9, HD 3+1, hp 19 ea, THAC0 17, #ATT 1, D by weapon (+2 due to STR), Weapons footman's mace (Av 1D6+1/1d6 kdd10, +2 vs mail), javelin (x6) (Fa 1/r 4/8/12 1D6/1D6 kdD6), Armour chainmail, SA surprise (opponents suffer a -3 to their surprise rolls), AL CE, XP 120 ea, Source: Monstrous Manual)

These are favoured slaves and warriors usually. They tend to be well treated for slaves and are generally loyal to their masters.

Goblin:

(AC 6, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapon short sword (Fa 1D6/1D8 kdD6), Armour rothe leather and metal shield, AL LE, XP 15 ea, Source: Monstrous Manual)

While goblins are typically armed by the drow when travelling, they are not good soldiers and tend to fight only when directly threatened or commanded. Many goblins do not even serve as soldiers for drow but are instead body slaves. However, their crudity leaves duergar and human slaves more in demand for such purposes.

Kobold:

(AC 10, MV 6, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D 1-4, AL LE, XP 7 ea, Source: Monstrous Manual)

Drow don't even bother trying to arm or train these creatures. They are primarily item bearers and almost pets.

Ogre:

(AC 2, MV 9, HD 4+1, hp 25 ea, THAC0 17, #ATT 1, D by weapon (+6 due to STR), Weapons two handed sword (Sl 1D10/3D6 kdD12, +2 vs mail or plate), Armour chainmail and large shield, SA +2 to hit due to STR, 2H sword wielded in one hand, AL CE, XP 270 ea, Source: Monstrous Manual)

Ogres are unsuited for work as anything but soldiers and heavy labour, and most encountered here are soldiers, armoured and used as shock troops or elite bodyguards. They are stupid enough to be fairly loyal to their cruel masters.

Orc:

(AC 4, MV 9, HD 1, hp 6 ea, THAC0 19, #ATT 1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), javelins (Fa 1/r 4/8/12 1D6/1D6 kdD6), Armour chainmail and medium shield, Al LE, XP 15 ea, Source: Monstrous Manual)

the drow favour orcs because they are strong enough to make decent soldiers, and smart enough as well, but are cruel enough to delight drow sensibilities. However, as prized as they are, orc slaves are rare, as most orcs are also favoured as soldiers by the Maugs and fight and die en masse on the surface.

Quaggoth:

(AC 6, MV 12, HD 2+2, hp 13 ea, THAC0 19, #ATT 2, D by weapon, Weapon battle axe (Av 1D8/1D8 kdD10), SA berserk (reduced to 25% of hit points, gains +2 to hit and damage), SD immune to poison, AL N, XP 175 ea, Source: Monstrous Manual)

Drow favour quaggoth for their ferocity and their immunity to poisons, which makes them excellent troops for fighting spiders and other drow. In addition, their berserk tendency means they will rarely desert the field of battle.

Troglodyte:

(AC 5, MV 12, HD 2, hp 10 ea, THAC0 19, #ATT 3 or 1, D 1-2/1-2/2-5 or by weapon, Weapons troglodyte javelins (Fa 1/r 4/8/12 2D4/2D4, +3 to hit), SA chameleon (-4 to opponent surprise rolls), SD stench (save vs poison of lose 1d6 STR for 10 rounds), AL CE, XP 120, Source: Monstrous Manual)

The drow generally disdain troglodytes, as they are foul smelling, stupid, chaotic, and tough to control. However, the drow also cannot deny their usefulness as scouts and skirmishers due to their proficiency with javelins and their chameleon abilities. Usually, troglodytes are commanded indirectly by the drow, instead being directly controlled by a favoured slave.

Troll:

(AC 4, MV 12, HD 6+6, hp 42 ea, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA throw stones (20 yards, 1D8 damage), SD regenerate (3hp/round 3 rounds after first blood, fire and acid damage is not regenerated), thin limbs (edged weapons striking with a natural 20 sever limbs, which then fight on), climb sheer walls 80%, AL CE, XP 1400 ea, Source: Monstrous Manual)

Like the troglodytes, trolls are stupid and smelly, but there is just no denying their usefulness as shock troops and as weapon practice targets and even a source of food by drow on the march. As long as there is plenty of chance to kill and eat things, the trolls are moderately loyal. The Trollish natural attacks are so formidable that the drow usually do not bother to arm them with weapons.

Duergar:

(AC 10, MV 6, HD 2+4, hp 16 ea, THAC0 17, #ATT 1, D by weapon, Weapons none, SA enlarge 1/day (4th level), invisibility 1/day (4th level), surprise (-2 to opponent's rolls), SD senses (surprised 1 in 10), magic (save vs magic at +4), immune to paralysis, illusion/phantasm spells, poisons, if attacking brightly illuminated foes [i.e. Continual Light] -1 to hit and opponents gain +1 to saves, AL LE, XP 650 ea, Source: Monstrous Manual)

The drow love to have duergar slaves, as a sign of status and because there is such enmity between the two races. In addition, duergar are intelligent and skilled in craftsmanship, which can be a real boon to a drow master. The only problem is, their invisibility power and their natural abilities make them very difficult to retain as slaves. Most drow will not trust duergar slaves with weapons of any sort. In addition, most duergar slaves are shackled or leashed so that if they go invisible they will still be held captive. Duergar are almost never loyal to their masters and always seek to escape back to their homeland.

Human:

(AC 10, MV 12, HD 1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons none, AL N, XP 15 ea, Source: Monstrous Manual)

These are almost exclusively humans purchased generations or even centuries ago by drow raiders and slavers and are now bred and sold by drow. These are essentially underdark raised and bred humans and they know of no life beyond slavery. Underdark humans have limited infravision (30') but are sensitive to light (-1 to hit in sunlight). They could be convinced to betray their masters by humans like themselves who are able to show them that there is a life beyond drow thralldom.

While humans can make fine soldiers, they are rare enough and in demand by drow elves as craftspersons, body slaves, and even consorts that few drow will waste them in combat. In addition, the humans do not show the ruthlessness or viciousness other slave races do in combat.

Other:

These might include deep gnomes, derro, kuo-toans, or any other useful intelligent race found in the Underdark.

Fungus, Shrieker (2-8) - These fungi form a vital part of the vault food chain. While they also serve as alarms, there are just too many of them around, constantly shrieking to attract the attention of the drow. Nonetheless, the shrieking can attract the attention of a nearby monster, so allow a 25% chance of a new encounter roll should the party set off a shrieker alarm.

Shrieker (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 0, D nil, SD noise, AL N, XP 120 ea, Source: Monstrous Manual)

Fungus, Violet (1-4) - These dangerous fungi will be amidst a shrieker grouping. Roll 2d4 to determine the total number of fungi and 1d4 to determine how many of those are violet fungi. If the violet fungus result is more than the initial shrieker die roll, then reduce the number of violet fungi accordingly.

Violet Fungi (AC 7, MV 1, HD 3, hp 15 ea, THAC0 17, #ATT 1-4, D nil, SA rot (each branch will range from 1'-4' equal to the height of the fungus minus 3', hit requires a save vs poison or the flesh rots in 1 round), AL N, XP 175 ea, Source: Monstrous Manual)

Fungus, Ascomoid (1) - These strange fungi are encountered singly, rolling through the fungal forests and occasionally "out of bounds" into the open vault.

Ascomoid (AC 3, MV 12 (starts at 3 and increases by 3 per round), HD 6+6, hp 38 ea, THAC0 13, #ATT 1, D nil, SA knockdown (size S or M opponents hit are knocked down and must rise during the next round or remain prone), spore jet (size L opponents or those who damage the ascomoid suffer a stream 1' wide and 30' long which expands into a cloud on contact 5'-20' in diameter, victims must save vs poison or die in 1-4 rounds, those who save are blinded and choked and require 1-4 rounds to recover and are at +4 to be hit and gain no DEX or shield bonuses to AC), SD piercing weapons do double damage, shorter stabbing weapons do damage as a size S opponent, immune to blunt weapons, edged slashing weapons cause 1 point of damage, save vs magic attacks at +4 (even against attacks with no save such as magic missile) and suffer half damage, cold attacks do normal damage and gain no save bonus, immune to most mind affecting spells, AL N(E), XP 1400 ea, Source: Monstrous Manual)

Fungus, Phycomid (1-4) - These blobs of algae and mushrooms are prevalent in the forests and on the vault walls. They will always attack warm-blooded living matter nearby (within 12')..

Phycomid (AC 5, HV 3, HD 5, hp 27 ea, THAC0 15, #ATT 2, D 3-6/3-6, SA infection (hit requires save vs poison or mushroom growths sprout from the victim where hit in D4+4 rounds causing D4+4 damage, the growths spread and kill the host in D4+4 turns turning it into a new Phycomid), AL N(E), XP 650 ea, Source: Monstrous Manual)

Gargoyle (2-16) - These stony monstrosities lair in caverns and niches high in the vault walls. They are opportunists, and love to swoop down on injured or abandoned creatures. They tend to fear and serve the drow, especially the priestesses, and can be mustered in great numbers to defend the vault or form an elite attack force to accompany drow armies.

Allow a 20% chance that any group of gargoyles is led by a flock of 2-8 margoyles.

Gargoyle (AC 5, MV 9 fl15[C], HD 4+4, hp 25 ea, THAC0 15, #ATT 4, D 1-3/1-3/1-6/1-4, SD +1 or better weapon to hit, AL CE, XP 420 ea, Source: Monstrous Manual)

Margoyle (AC 2, MV 6 fl12[C], HD 6, hp 30 ea, THAC0 15, #ATT 4, D 1-6/1-6/2-8/2-8, SA stone skin (only 20% likely to be seen when against a stone backdrop), SD +1 or better weapon to hit, AL CE, XP 975 ea, Source: Monstrous Manual)

Ghoul (2-24) - These ravenous undead are usually derived from the bodies of the various slave races, animated by evil drow necromancers and priestesses for fell purposes or vile amusement and then set to run free in ravenous packs. Most of the ghouls that roam the vault are either in the service of some obscene mistress or have long ago escaped or outlived their mistresses and now roam feral.

Allow a 10% chance that any pack of ghouls includes 1-4 ghasts.

Ghoul (AC 6, MV 9, HD 2, hp 12 ea, THAC0 19, #ATT 3, D 1-3/1-3/1-6, SA paralyzation (save or be paralyzed for 3-8 rounds except for elves, SD kept at bay by Protection from Evil, undead immunities, AL CE, XP 175 ea, Source: Monstrous Manual)

Ghast (AC 4, MV 15, HD 4, hp 32 ea, THAC0 17, #ATT 3, D 1-4/1-4/1-8, SA stench (10' r save vs poison or attack at -2 to hit), paralyzation (effects elves, 5-10 rounds unless save), SD undead immunities, cold iron inflicts double damage, Protection from Evil requires cold iron to keep at bay, AL CE, XP 650 ea, Source: Monstrous Manual)

Goblin (4-24) - These small, evil humanoids are usually slaves of the drow, though ones encountered in the fungal forests might be escaped slaves. Most bear the brands of their house or the brand of Lolth somewhere on their person. Goblins are generally fearful and cowardly in this environ, as they know they are quite expendable. Nonetheless, they are loyal to their powerful mistresses, always hopeful of being promoted to a better station.

Goblin (AC 6, MV 6, HD 1-1, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), darts [goblin slaves] (Fa 3/r 2/4/8 1D3/1D2 kdD4) or sling and stone [escaped slaves] (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour rothe fur and hide shield, AL LE, XP 15 ea, Source: Monstrous Manual)

Gremlin, Jermlaine (12-48) - These pests dwell in the nooks and crannies of the drow vault and often venture into the city as well. They are supreme pests, often hunted by the drow for sport, but occasionally used as scouts and informants as well. Most drow slave races have orders to hunt and kill these gremlins on sight.

Nonetheless, the jermlaines survive, using their innate abilities to escape from even the dreaded drow after pulling one caper after another. They might be inclined to aid the party, should suitable reward be offered, but are just as likely to steal from the party or alert some drow in order to watch the ensuing fireworks.

Jermlaine (AC 7, MV 15, HD 1/2, hp 3 ea, THAC0 20, #ATT 1, D 1-2 or 1-4, Weapons darts (120 yard range or 24/48/72), small pikes (1.5 feet long), blackjacks (ineffective against splint, banded, or platemail, causes 2% cumulative chance of unconsciousness), SA smell and hear invisible creatures 50%, stealth (-5 to opponent surprise rolls), cut straps which break D12 turns later, SD 75% undetectable if hiding, treated as 4HD monsters for saves, escape all damage from attacks that normally do half damage if save is successful, AL NE(L), XP 15 ea, Source: Monstrous Manual)

Kobold (5-20) - Like the goblins, kobolds are either slaves or escaped slaves. The latter is most likely for ones encountered within the fungal forests. These creatures are even less valuable as slaves than the goblins, and so are routinely mistreated and abused. As such, most kobolds here have a downtrodden disposition and are inclined to be resigned to whatever fate has in store for them. They will not fight unless forced to.

Kobold (AC 7, MV 6, HD 1.2, hp 3 ea, THAC0 20, #ATT 1, D by weapon [escaped] or 1-4 [slaves], Weapons stone dagger (Fa 2/r 2/3/4 1D3/1D2 kdD4, 1 in 6 chance of breaking when maximum damage is rolled), stone hand axe (Av 1D6/1D4 kdD8, 1 in 6 chance of breaking when maximum damage is rolled), Armour furs and rags, AL LE, XP 7 ea, Source: Monstrous Manual)

Lizard, Giant (2-12) - These lazy predators generally spend their time lunging around conserving energy. However, they will take a bite at anything that wanders near them, and a whole nest that is aroused can be a significant danger. Any such lizards encountered in the open are probably pack lizards owned by a drow merchant. In this case they will be branded and attended by 1-6 members of a slave race (refer to the Elf, Drow entry for the slave race table). Pack lizards are very docile and can be goaded by a trained handler.

Giant Lizard (AC 5, MV 15, HD 3+1, hp 18 ea, THAC0 17, #ATT 1, D 1-8, SA clamp (attack roll of 20 means the jaws have clamped down for double damage that round and every round thereafter), AL N, XP 175 ea, Source: Monstrous Manual)

Lizard, Subterranean (1-6) - While these lizards are raised from egglings and trained as war mounts for elite drow soldiers, the ones encountered here are wild specimens that crawl over the walls, floor, and ceiling of the vault. They are aggressive and opportunistic hunters.

Subterranean Lizard (AC 5, MV 12, HD 6, hp 31 ea, THAC0 15, #ATT 1, D 2-12, SA clamp (an attack roll of 20 means the bite does double damage and the victim suffers 2-12 damage per round thereafter), AL N, XP 650 ea, Source: Monstrous Manual)

Minotaur (1-8) - A small cadre of these fearsome brutes are owned by some of the houses as elite slaves. They are prized both for their ferocity and their ability to negotiate the labyrinthine passageways of the underdark.

All minotaurs are aggressive towards anyone they meet, but they are also intelligent enough to refrain from acting on their aggression against drow. Other slave races are fair game and had better give these a wide berth. Those encountered in the vault are likely on a mission for their masters, which may be as simple as rounding up food or slaves.

Minotaur (AC 6, MV 12, HD 6+3, hp 33 ea, THAC0 13, #ATT 2, D 2-8/2-8 (against size M or taller) or 1-4/by weapon (+2 due to STR), Weapons huge axe (Sl 1D10/2D6 kdD12, +2 vs plate or mail), SA charge (30' away from any creature 6' or taller does double head butt damage), track prey by scent 50%, SD +2 to surprise rolls, +3 morale in combat, immune to Maze spell, Al CE, XP 1400 ea, Source: Monstrous Manual)

Ogre (1-10) - These brutes are used as heavy manual labourers and as shock troops. They enjoy bullying those smaller than they (except for drow, of course!) and love a good fight. Those found in the vault might be hunting or patrolling or digging or gouging rock or moving heavy stones.

Ogre (AC 5, MV 9, HD 4+1, hp 23 ea, THAC0 17, #ATT 1, D by weapon (+6 due to STR), Weapons maul (Sl 2D4/1D10 kdD12, +1 vs plate or mail), AL CE, XP 270 ea, Source: Monstrous Manual)

Orc (2-12) - Orc slaves are rare in the vault, as most of the orcs in Therra have been pressed into service fighting for the Deceiver on the surface above. Nonetheless, a few have been enslaved b the drow and now serve as warrior slaves. Orcs encountered in the vault are likely to be branded by their owners and marching to or from some mission or errand. They are also used by some houses as patrollers.

Orc (AC 6, MV 9, HD 1, hp 6 ea, THAC0 19, #ATT 1, D by weapon, Weapons shortsword (Fa 1D6/1D6 kdD6), short bow (Av 2/r 10/20/30 1D6/1D6 kdD6), Armour cuirboulli leather and target shield, AL LE, XP 15 ea, Source: Monstrous Manual)

Plant, Intelligent, Shambling Mound (1-3) - These dangerous life forms haunt the damp portions of the fungal forests, consuming anything they can wrap their tendrils around.

Shambling Mound (AC 0, MV 6, HD 11, hp 66 ea, THAC0 9, #ATT 2, D 2-16/2-16, SA surprise (if terrain suitable, opponents suffer a -3 to surprise rolls), suffocation (victim hit by both arms in the same round is entangled and suffocate in 10-40 rounds unless the creature is killed or victim makes a bend bars roll), SD immune to blunt weapons, half damage from type P or S weapons, immune to fire, half or no damage from cold, growth from lightning (+1' height and HD for each such attack), regenerate (rest in damp plant matter to heal fully in 12 hours), AL N, XP 9000 ea, Source: Monstrous Manual)

Quaggoth (2-24) - These ferocious allies of the drow are kept partly as fighting beasts and partly as slaves by the drow. A good number of them also live independently in caves surrounding the vault, where they serve as vassals of the drow. Therefore, groups of quaggoth encountered here might either be slaves on a hunting or patrol mission or an independent group coming to treat or trade with the drow. Assume a 50% chance of either.

Quaggoth (AC 6, MV 12, HD 2+2, hp 13 ea, THAC0 19, #ATT 2 or 1, D 1-4/1-4 or by weapon, Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), SD immune to poison, AL N, XP 175 ea, Source: Monstrous Manual)

For every 12 quaggoth there will be a jald leading them.

Jald (AC 5, MV 12, HD 3+3, hp 21 ea, THAC0 17, #ATT 2 or 1 D 2-5/2-5 or by weapon (+1 due to STR), Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), SD immune to poison, AL N, XP 270 ea, Source: Monstrous Manual)

Also, if the group is independent of the drow, allow a 20% chance of a Thonot being present.

Thonot (AC 6, MV 12, HD 2+2, hp 16 ea, THAC0 19, #ATT 2 or 1, D 1-4/1-4 or by weapon, Weapons 2H sword (Sl 1D10/3D6 kdD12 +2 vs mail or plate), SA berserk rage (25% or less hp gives it +2 to hit and damage until all enemies are out of sight), psionics (see below), SD immune to poison, psionics (see below), AL N, XP 1400 ea, Source: Monstrous Manual)

Psionics:

Level: 3
Dis/Sci/Dev: 2/2/6
Att/Def: MT/MB
Score: 15
PSP: 50

Psychokinesis - Sciences: telekinesis, Devotions: control flames, molecular agitation
Psychometabolism - Sciences: shadow-form, mindlink, Devotions: cell adjustment, expansion, reduction
Telepathy - Devotions: contact, mental barrier, mind thrust

Rat, Giant (5-50) - Even the drow vault is subject to these ubiquitous vermin. They form a vital link in the food chain, providing food to predators and consuming smaller insects and fungus in return. They will, when pressed or hungry, sometimes attack en masse. They exhibit a malign cunning.

Giant Rat (AC 7, MV 12 sw6, HD 1/2, hp 2 ea, THAC0 20, #ATT 1, D 1-3, SA disease (5% per bite of infecting victim with a debilitating disease unless a save vs poison is made), SD afraid of fire, AL N(E), XP 15 ea, Source; Monstrous Manual)

Roper (1-3) - These hideous creatures enjoy the favour of the drow simply because of their resemblance to yochlols and their shared malignance and vileness. Ropers often enter the vault to barter with the drow, while others come to feed (even perhaps upon drow). Several houses are known to employ ropers as a sort of living fence.

Roper (AC 0, MV 3, HD 10-12, hp 52, 57, or 62 ea, THAC0 11 [10HD or 9 11-12HD], #ATT 1, D 5-20, SA strands (range of 50', 6 strands can be deployed 1 per round, drag victims D4+1+10' towards the maw up to 750 pounds, strand can be broken by an open doors roll or cut with AC 0 for 6 points of edged damage from a single hit), weakness (each time a strands hits the victim must save vs poison or lose half STR rounded down, this loss occurring 1-3 rounds after hit and lasts for 2-8 rounds, effects are cumulative), surprise (opponents suffer a -2 to their surprise rolls), SD immune to lightning, half damage from cold, -4 save vs fire, MR 80%, AL CE, XP 10000-12000 ea, Source: Monstrous Manual)

Rothe, Deep (2-20) - These underground herd beasts form an important part of the eco-system here and will be encountered in herds along with D10-1 young. They can usually be spotted by way of their Dancing Lights ability, which flicker eerily through the underdark.

While some wild herds to occasionally wander into or through the vault, 90% of rothe belong to one house or another or the priesthood or a given drow merchant. In such a case, each rothe will be branded, and the herd will be guarded by from 2-8 members of a slave race (roll on the slave race table under the Elf, Drow entry for the identity of the slave race(s).

Deep Rothe (AC 7, MV 9, HD 2, hp 10 ea, THAC0 19, #ATT 3 + special, D 1-3/1-3/1-8, SA charge (straight and level or descending path for 60', counts as an extra attack at THAC0 13 doing 2-8 damage per HD of the rothe, rothe also gets its 3 normal attacks at +1 to hit), trample (prone opponents take 2-8 damage and may save vs paralyzation for half damage, SD dancing lights (2/day at 140 yard range), delay the effects of charm, sleep, and hold spells for D4+1 rounds, AL N, XP 65 ea, Source: Drow of the Underdark)

Young Rothe (AC 7, MV 10, HD 1, hp 5 ea, THAC0 19, #ATT 3, D 1/1/1-4, SD delay the effects of charm, sleep, and hold spells for D4+1 rounds, AL N, XP 65 ea, Source: Drow of the Underdark)

Scorpion, Giant (1-4) - These large menaces are truly deadly, and most of the denizens of the vault give these guys a very wide berth.

Giant Scorpion (AC 3, MV 15, HD 5+5, hp 36 ea, THAC0 15, #ATT 1-10/1-10/1-4, SA sting (type F, save or die), pin (if a pincer hits is will squeeze for pincer damage every round, victim can either fight back or try to escape in a given round, escape can be tried once per combat and requires a bend bars roll, victims being pinned can be stung automatically), frenzy (if reduced to 1 or 2 hp, the scorpion will sting twice per round and will forego its pincers), AL N, XP 650 ea, Source: Monstrous Manual)

Scorpion, Huge (1-4) - These creatures will attack aggressively, for food and for territory.

Huge Scorpion (AC 4, MV 12, HD 4+4, hp 27 ea, THAC0 15, #ATT 3, D 1-8/1-8/1-3, SA sting (type F save or die immediately), pin (a pincer that hits can squeeze causing pincer damage each round thereafter, victim may fight back and attempt to break out once per combat on a bend bars roll, sting attack always hits a pinned victim), AL N, XP 420 ea, Source: Monstrous Manual)

Scorpion, Large (1-6) - These scavengers, though not particularly large, are still quite dangerous and they are extremely aggressive.

Large Scorpion (AC 5, MV 9, HD 2+2, hp 16 ea, THAC0 19, #ATT 3, D 1-4 / 1-4 / 1, SA sting (type A poison, save at +2 or take 15 damage in 10-30 minutes, save means no damage), AL N, XP 175 ea, Source: Monstrous Manual)

Slug, Giant (1) - It is not often that one of these huge beasts wanders into the vault, but when they do they can cause much damage to the fungal forests and they are usually quickly driven off.

Giant Slug (AC 8, MV 6, HD 12, hp 65 ea, THAC0 9, #ATT 1, D 1-12, SA acid (spits every round for 4-32 damage and items must save or be destroyed, first shot hits 10%, thereafter hits 90% at 10 yards with a -10% per 10 yards thereafter, a miss hits 10' from the target, burrow (with tongue through 1 foot of earth or 6 inches of wood per round), SD immune to blunt weapons or impact damage, AL N, XP 5000 ea, Source: Monstrous Manual)

Snake, Constrictor, Giant (1-2) - These large carnivores haunt the fungal forests and, when encountered in the vault, often wrap around low stalagmites or stalactites and leap down on prey.

Giant Constrictor Snake (AC 5, MV 9, HD 6+1, hp 33 ea, THAC0 15, #ATT 2, D 1-4/2-8, SA constrict (60 STR to extricate a victim, 2-8 damage per round, attacks on a constricting snake have a 20% chance of striking the victim instead, area attacks affect both snake and victim), SD fear of open flame, AL N, XP 1400 ea, Source; Monstrous Manual)

Snake, Serpent Vine (1) - Serpent Vines will be encountered singly. These hybrids between plant and animals will use their coloration ability to travel undetected through the fungal forests or, if outside these growths, to blend in with a low hanging stalactite or other stone formation. The vine will use its powers to lure the party into its range. Often this will be a Suggestion that a particular mushroom nearby is one the character has heard has beneficial magical properties. Other times, a Spectral Force of a magical pool or treasure chest might be created.

Once the party is attacked, it will use its Charm Person and Hold Person abilities to neutralize any friends of those being constricted. If sorely pressed, it will flee, changing colour to escape.

Snake, Serpent Vine (AC 4, MV 15, HD 10, hp 58 ea, THAC0 11, #ATT 1, D 1-12, SA constrict (for 4D4 damage, automatically successful against a suggested or duped opponent), spells (Spectral Force 3/day, Charm Person, Hold Person, Suggestion and Mass Suggestion [up to 5 creatures] 1/day), SD camouflage, AL N(E), XP 2000 ea, Source: Monstrous Compendium 2)

Spider, Giant (1-8) - These malign creatures exhibit intelligence and cunning and a few can actually speak Drow Elvish in a lisping tongue. Most spiders will avoid attacking drow, unless the favour of Lolth has been withdrawn from them, but they are not above taking slaves.

Giant Spider (AC 4, MV 6 wb12, HD 3+3 or 4+4, hp 20 ea or 30 ea, THAC0 17 or 15, #ATT 1, D 1-8, SA poison (type F, save or die immediately), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL CE, XP 420 ea or 650 ea, Source: Monstrous Manual)

Spider, Huge (1-12) - These rovers wait patiently in ambush and then spring out at prey. Because of this, they are the most feared of spiders in the vault, at least by the slaves.

Huge Spiders (AC 6, MV 18, HD 2+2, hp 15 ea, THAC0 19, #ATT 1, D 1-6, SA poison (type A, onset 15 minutes, save at +1 or take 15 damage [none if save is made]), surprise (when hidden surprise opponents with -6 to die roll), leap (up to 30'), AL N, XP 270 ea, Source: Monstrous Manual)

35% of these are actually watch spiders, trained, intelligent pets of the drow. These are often marked or branded in some fashion and are trained not to attack slaves.

Watch Spiders (AC 6, MV 18, HD 2+2, hp 15 ea, THAC0 19, #ATT 1, D 1-6, SA poison (onset 1-2 rounds, save at +1 or be paralyzed for 2d4 turns), surprise (when hidden surprise opponents with -6 to die roll), leap (up to 30'), AL N, XP 270 ea, Source: Monstrous Manual)

Spider, Large (2-20) - These dangerous creatures tend to hunt in packs and their lairs are marked with webbing.

Large Spider (AC 8, MV 6 wb15, HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1, SA poison (type A, save at +2 or suffer 15 damage [none if save is made], onset time 15 minutes), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL N, XP 175 ea, Source: Monstrous Manual)

Spider, Phase (1-4) - These intelligent creatures are favoured by the drow as guardians against ethereal attacks. As many of the drow enemies are capable of turning ethereal and using this power to invade the drow, phase spiders are often found ethereally in the vault. Although not evil as a race, the phase spiders found in the vault are cruel and vile examples of their kind, eager to cause pain and to please their masters.

Phase Spider (AC 7, MV 6 wb15, HD 5+5, hp 36 ea, THAC0 15, #ATT 1, D 1-6, SA poison (type F, save at -2 or die immediately), phase (-3 to initiative rolls, if spider wins by more than 4, attacks and phases out before opponent can strike back, always attack from behind [+4 to hit], -1 to initiative and always attackable on the ethereal plane), webs (break free in rounds equal to 19-STR, entangled victims are +4 to be hit and lose all DEX benefits), AL N, XP 1400 ea, Source: Monstrous Manual)

Spider, Sword (1) - These rare specimens are very prized and valuable possessions of the drow, normally reserved for the priesthood. Being of average intelligent, they are wont to roam the vault on their own recognizance, trusted to know whom to attack and whom to avoid.

Sword Spider (AC 3, MV 6 wb8 [also MV 8 in trees], HD 5+5, hp 42 ea, THAC0 15, #ATT 9, D 2-8 [bite]/2-12 (x8) [legs], SA leap impalement (30' horizontally, one attack roll but victim suffers full damage from 3 legs if size S, 4 if M, 5 if L, 6 if H, and 8 if G, if spider descends more than 20' in a leap +1 damage is added to each leg, any attack thrust up at a leaping spider is at -4 to hit due to the hard legs), AL CE, XP 2000 ea, Source: Drow of the Underdark)

Spyder-Fiend (varies) - These tanar'ri are favoured servants of Lolth and are used as shock troops and watchdogs by the priesthood of Lolth. When encountered on their own, it is likely that they are on a mission for the temple, whether it be to assassinate a rival, slay a racial foe, gather components or sacrifices, or whatever. The higher up fiends are free-willed and intelligent enough to have their own agendas and might even be working at odds with the priesthood.

To determine the composition of a group of spyder-fiends, roll on the chart below. Should a type be indicated, roll then to see if lesser types accompany it. There is a 25% chance that lesser types (if any are lesser) accompany it. Should this be the case, roll on the chart until a lesser type is indicated but add the number in parentheses to the companion roll. Then check again for more lesser types at 25% and if indicated, roll again for a different lesser type with the same initial modifier.

Roll 

Initial Type 

Subsequent Modifier 

01-37 
Kakkuu 

(n/a) 

38-65 
Spithriku 

(+0) 

66-85 
Phisarazu 

(+10)

86-95 
Lycosidilith 

(+15) 

96-00 
Raklupis 

(+25) 

All Spyder-fiends have the following Powers:

Darkness 15' radius
Infravision
Teleport without error 1/day
Poison bite (onset time of 1-4 rounds, save or fall into a semi-conscious stupor, CON check every 2-8 hours to shave off venom effects, if save succeeds, victim is -2 to DEX for 2-8 rounds, additional bites extend duration only)
Spyder silk:
· can be used to suspend and drop from the air on a guideline
· can throw out silk 30 yards to bridge gaps
· non-sticky but invisible unless touched [those suspecting silk may roll to detect invisibility as spell]
· spyder fiend suffers no damage if a surface is within 30 yards to attach silk to
· if victim immobilized by spyder venom the victim may be bound by the silk [victims have 1 chance to bend bars at -10% per extra round the spyder spent binding but not reduced to less than half the bend bars chance]
· may fire silk in any direction and may attack physically while using silk but may not use spell-like abilities

All Spyder-fiends have the following Defenses:

Acid - full damage
Cold - half damage (quarter if save is made)
Electricity - no damage
Magical Fire - half (quarter if save is made)
Normal Fire - no damage
Gas - half damage (quarter if save is made)
Cold Iron - full damage
Magic Missile - full damage
Poison - no damage
Silver Weapon - full damage (lycosidiliths and raklupises suffer half damage from silver)

Kakkuu (2-20) - These unintelligent and bestial hunters will attack anything that is not huge in size. They delight in bloodshed and are always hungry.

Kakkuu (AC 2, MV 18 wb15 cl9, HD 4, hp 24 ea, THAC0 17, #ATT 1, D 2-8, SA spyder-fiend powers (see above, at 4th level, infravision at 60'), camouflage (80% concealed if still), adhesive glob from silk (sticks creatures hit by the pendulum like glob, those in the path of a swing [a line 5-25' long] must save vs breath of become stuck [only the first person stuck in the path is affected], victim is then reeled in at MV 15 up to 500lbs, strand is AC 0, 5 hp with an edged weapon or burned in 1 round, strand can hold 1000lbs but Kakkuu can only reel in 500lbs, glob cannot be fired like a missile it must be dropped and swung), SD spyder-fiend defenses (see above), +1 or better weapon to hit, MR 15%, AL CE, XP 5000 ea, Source: Monstrous Compendium 4)

Spithriku (2-12) - These creatures possess cunning and reasonable intelligence, though they are merely more intelligent versions of the bloodthirsty Kakkuu and have lost none of the savagery of their lesser kin. They can communicate by telepathy and often taunt their victims as they herd them like wolves into dead end passageways.

Spithriku (AC 0, MV 18 wb15 cl9, HD 7+1, hp 41 ea, THAC0 13, #ATT 1, D 2-12, SA spyder-fiend powers (see above, at 7th level, infravision at 90'), telekinesis (3/day at 7th level), fear (at will via touch as per spell at 7th level), silk powers (as a kakknuu plus may spray webbing [1/3 rounds Entangling in a come 10' wide at base, 20' wide at end, and 30' long, effect as priest spell but remains 1 week or until burned which causes 1-8 damage to those caught in the webbing], may also throw web ball [30 yards, transmits fear attack to target hit]), SD cannot be trapped in any webbing, sense invisible within 30' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, camouflage (80% concealed if still), SD spyder-fiend defenses (see above), +2 or better weapon to hit, MR 35%, AL CE, XP 12000 ea, Source: Monstrous Compendium 4)

Phisarazu (2-8) - The least of the truly intelligent spyder-fiends, these creatures are capable of disobeying orders and of acting for their own betterment. They are intelligent and treacherous and this makes for a dangerous foe.

Phisarazu (AC -3, MV 18 wb15 cl9, HD 9+1, hp 50 ea, THAC0 11, #ATT 3, D 1-12/1-3/1-3 or 2-12/by weapon/by weapon, Weapons scimitar (Av 1D8 / 1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), 2 hand crossbows (Av 1/r 4/8/12 1D3/1D2 kdD4), SA spyder-fiend powers (see above, at 9th level, infravision at 90'), venom (onset time is 1-3 rounds, check CON every 2-12 hours, save suffers -3 to DEX for 2-12 rounds), fear (as spell at will by touch at 9th level), invisibility (at will at 9th level), alter self (at will at 9th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (3/day at 9th level), forget (3/day at 9th level), mirror image (3/day at 9th level), silk powers (as a spithriku plus entangle may be used every 2 rounds, and may fire iridescent silk [1/2 rounds, 30 yard range, acts as Glitterdust spell at 9th level;), SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 40' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +2 or better weapon to hit, MR 50%, AL CE, XP 18000 ea, Source: Monstrous Compendium 4)

Lycosidilith (1-4) - The sub masters of the spyder-fiend breed, these creatures are exceptionally intelligent and fearsome opponents. They brook no insult from mere mortals and even drow priestesses deal with them as peers.

Lycosidilith (AC -4, MV 18 wb15 cl9, HD 10+6, hp 68 ea, THAC0 9, #ATT 3, D 2-16/1-4/1-4 or 2-16/by weapon (+6 due to STR)/by weapon (+6 due to STR), Weapons scimitar (Av 1D8/1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), shortbow (modified to allow STR bonus Av 2/r 10/20/30 1D6/1D6 kdD6), SA spyder-fiend powers (see above, at 10th level, infravision at 90'), venom (as phisarazu venom plus destroys tissue with victim developing a festering sore in 2-8 hours even if save is made, lose 1 hp with 1 hp more per day, multiple bites cause multiple sores, Neutralize Poison ends the effect but does not heal the damage), fear (as spell at will by touch at 10th level), invisibility (at will at 10th level), alter self (at will at 10th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (at will at 10th level), forget (3/day at 10th level), mirror image (3/day at 10th level), polymorph self (3/day at 10th level), silk powers (as a phisarazu plus entangle cone is 50' long, and Glitterdust web is 40 yard range, plus may spray a web [as Web spell with 50 yard range and only a 50% to burn each round that fire is applied no matter what form of silk or web is used]) SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 50' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +3 or better weapon to hit, MR 60%, AL CE, XP 22000 ea, Source: Monstrous Compendium 4)

Raklupis (1) - The undisputed leaders of their kind and on peer only with the Handmaidens of Lolth and the high priestesses, these creatures command whole armies of Spyder-fiends and lead them into battle against the foes of the priesthood.

Raklupis (AC -6, MV 18 wb15 cl9, HD 12+8, hp 81 ea, THAC0 7, #ATT 3, D 2-20/1-6/1-6 or 2-12/by weapon (+8 due to STR)/by weapon (+8 due to STR), Weapons scimitar (Av 1D8/1D8 kdD8), morningstar (Av 2D4/1D6+1 kdD10 +1 to hit vs plate), shortbow (modified to allow STR bonus Av 2/r 10/20/30 1D6/1D6 kdD6), SA spyder-fiend powers (see above, at 12th level, infravision at 120'), venom (as lycosidilith venom but DEX loss on save is 2-16 rounds and corrosive effect of bite causes 1 damage per hour in the stupor and sores cause 1 hp per hour and no magical healing while sores are in effect), fear (as spell at will by touch at 12th level), invisibility (at will at 12th level), alter self (at will at 12th level, arachnid type forms only such as driders or spiders or crabs [crabs swim at 9 and breathe underwater]), telekinesis (at will at 12th level), forget (3/day at 12th level), mirror image (3/day at 12th level), shape change (3/day at 12th level, if humanoid form it has a CHA of 20 towards humanoids unaware of its true nature), silk powers (as a lycosidilith plus may use one web effect each round and Glitterdust web range is 60 yards and webs are only 25% likely to burn each round), venom globes (create 3 waterproof globes of silk per day, usually filled with venom, when thrown they burst in 15' r with a poison mist, all within must save vs poison or become blind and mute for 3-12 turns and suffer 3D6 damage, if save succeeds victims still suffer short sightedness and slurred speech for 1-4 rounds [-2 to hit with missiles, 20% chance of spell failure if verbal component] and take 2D6 damage, range of globes is 10 yards, save as pottery, become brittle and burst after 1D6+18 hours), song (3/day may chant a song of haunting beauty that acts as a Mass Charm affecting 24HD within 30'), SD spyder-fiend defenses (see above), cannot be trapped in webbing, detect invisible within 60' by touch (not foiled by Non-detection or other anti-divinatory means), no melee or movement penalties in darkness, +3 or better weapon to hit, MR 70%, AL CE, XP 25000 ea, Source: Monstrous Compendium 4)

Tanar'ri (varies) - These vile beings are favoured by the drow as wards, advisors, guardians, and soldiers. Most are indebted or in the service of Lolth, but some are actually captives going about their business or errands for their masters.

The listing below gives some brief background on why a given tanar'ri type might be present:

Balor - These fearsome lords of the netherworld would be present in the vault primarily acting as emissaries of the Deceiver or to initiate some great internecine conflict. Lolth has the loyalty of several balors, and one of these might have been summoned by the priesthood to deal with some serious matter.

Bar-Igura - These brutes are utilized as shock troops and scouts.

Chasme - These tanar'ri are usually compelled to serve the drow, as they have a natural enmity with spiderkind.

Dretch - These blobby wretches exist only to serve their masters who have summoned them to this plane. They are usually on some errand.

Glabezru - These horrendous monstrosities are never summoned casually, but are often summoned to serve a particular task, such as assassination or for a battle.

Hezrou - These slimy creatures are used as elite mercenaries by the drow.

Manes - little use even as menial slaves, manes are likely summoned as practice or by product of other rituals and are usually tortured and destroyed on sight. A few escape and roam the vault until caught and destroyed.

Marilith - More than one drow matron or priestess has summoned one of these demons in order to train a weapon master how to fight multiple opponents. It is said that the mariliths have no peers as weaponmistresses. In addition, these demons often lead strike forces or serve as assassins.

These often (70%) have 12HD of animated dead accompanying them.

Molydeus - rarely ever encountered in the vault, these are enforcers often summoned specifically to reign in a wild or escaped netherplanar creature. They hunt their prey with malign relish.

Nabassu - These tanar'ri are usually dwelling in the vault side by side with the drow, exchanging their services in order to dwell on the prime material plane and feed on sentient creatures from which to grow.

Roll a D20-2 (treat results of less than zero as zero) to determine the number of meals the nabassu has had. This will affect the statistics of the beast as presented below.

Nalfeshnee - These treacherous creatures are almost always called upon to act as an advisor or to sometimes judge or referee a conflict. They carry themselves with an air of superiority.

Rutterkin - One of the most commonly summoned tanar'ri, these creatures serve as assassination team fodder or as elite mercenaries in a slave force.

Succubus - Fitting right in with the intrigue of drow society, these creatures often are found shapechanged into drow elven shape where they work mischief and try to gain influence and power 9as well as souls). Others are called specifically by a given drow to act as a consort or paramour. They can appear as male or female.

Vrock - The vulture-like demons are usually called upon to act as sentries or guardians, given their keen senses and wailing ability.

Bulezau - These stupid brutes are used as augments to slave forces, often by the noble houses.

Yochlol - Handmaidens of Lolth, yochlol are some of the commonest tanar'ri in the vault. They are usually found in drow or spider form and, often, the drow are unaware of a yochlol in their midst. They are used by Lolth and the priesthood as spies and testers of loyalty.

Roll on the table below to determine the type and number of tanar'ri.

Roll 

Tanar'ri 

01 
Balor (1) 

02-10 
Bar-Igura (2-12) 

11-15 
Chasme (1-4) 

16-25 
Dretch (2-12) 

26-30 
Glabezru (1-3) 

31-38 
Hezrou (1-6) 

39-43 
Manes (2-12) 

44-45 
Marilith (1-2) 

46 
Molydeus (1) 

47-52 
Nabassu (1-4) 

53 
Nalfeshnee (1) 

54-60 
Rutterkin (1-8) 

61-65 
Succubus (1) 

66-75 
Vrock (2-8) 

76-84 
Bulezau (3-12) 

85-00 
Yochlol (1-4) 

All tanar'ri have the following powers:

Darkness 15' radius
Telepathy
Infravision
Teleport without Error (1/week per 10% of MR) [except nabassu who do not gain this ability]

All tanar'ri have the following immunities:

Acid: Full
Cold: Half
Electricity: None
Fire (magical): Half
Fire (normal): None
Gas: Half
Iron Weapon: Full
Magic Missile: Full
Poison: None
Silver Weapon: Full (greater/true take half damage)

Balor (AC -8, MV 15 fl36[B], HD 13, hp 91 ea, THAC0 7, #ATT 2, D 1-12/1-4 + special, SA Vorpal sword (severs the neck on a roll of 17+, detects good/evil in a 30' radius, causes 10D6 damage to anyone picking it up who must also save vs death or die), scourge (anyone hit has the whip magically wrap around them and is drawn into the balor's flames for 4-24 damage per round, escape requires a check vs half STR), fists (2-12 damage each and save vs spell at -6 or flee in terror for 1D6 turns), balor powers (see below), SD +3 or better weapons to hit, MR 70%, AL CE, XP 26000 ea, Source: Planescape Compendium)

Balor Powers (at 20th level):

Detect Invisibility (always active)
Detect Magic (always active)
Dispel Magic
Fear
Pyrotechnics
Read Magic
Suggestion
Symbol (any type)
Telekinesis
Tongues

Magic:

Lightning Bolt-shaped Vorpal Unholy Blade

Magical Scourge

Bar-Igura (AC 0, MV 9 climb15, HD 6+6, hp 36 ea, THAC0 15, #ATT 3, D 1-6/1-6/2-12, SA spring attack (spring 40' and attack in the same round), camouflage (95% hide in shadows), bar-igura powers (see below), MR 30%, AL CE, XP 8000 ea, Source: Planescape Compendium)

Bar-Igura Powers (at 6th level):

Change Self (2/day)
Detect Invisibility
Dispel Magic
Entangle
Fear (by touch)
Invisibility (2/day)
Plant Growth
Spectral Force (2/day)
Telekinesis

Chasme (AC -5, MV 6 fl24[D], HD 8+2, hp 45 ea, THAC0 13, #ATT 3, D 2-8/2-8/1-4, SA terror (anyone viewing a chasme must save vs spells or flee for 1-4 hours), sleep drone (buzz causes those hearing to save vs spell or fall comatose, sleeps lasts 2-8 hours or until the chasme drains blood or until the victim is violently shaken, a victim can be affected by a drone 1/encounter), wounding (claw wounds bleed 2hp/round until magically healed), chasme powers (see below), MR 50%, Al CE, XP 14000 ea, Source: Planescape Compendium)

Chasme Powers (at 8th level):

Detect Good (always active)
Detect Invisibility (always active)
Insect Plague
Ray of Enfeeblement
Telekinesis

Dretch (AC 4, MV 9, HD 2, hp 14 ea, THAC0 19, #ATT 3, D 1-4/1-4/2-5, SA dretch powers (see below), MR 10%, AL CE, XP 1400 ea, Source: Planescape Compendium)

Dretch Powers (at 2nd level or minimum needed to cast the spell):

Scare
Stinking Cloud (1/day)

Glabezru (AC -7, MV 15, HD 10, hp 61 ea, THAC0 11, #ATT 5, D 2-12/2-12/1-3/1-3/2-5, SA grab (if claw hits, grabs unless victim makes a DEX check, grabbed attacks at -4 or can make a STR check to break free instead of attacking), glabezru powers (see below), +2 weapon to hit, MR 50%, Al CE, XP 12000 ea, Source: Planescape Compendium)

Glabezru Powers (at 10th level):

Burning Hands
Charm Person
Confusion
Detect Magic (always active)
Dispel Magic
Enlarge
Mirror Image
Power Word Stun (7/day)
Reverse Gravity
True Seeing (always active)

Hezrou (AC -6, MV 12, HD 9, hp 54 ea, THAC0 11, #ATT 3, D 1-6/1-6/4-16, SA hezrou tanar'ri powers, hug (if both claws hit, does 2-8 per round automatically and bite hits automatically, victim must check a save against 1/2 his STR score to escape, or if the hezrou takes 20 damage in one round it releases), stench (anyone within 10' must save vs. Paralyzation of lie helpless and gagging, those who save are at -2 to hit and initiative), SD tanar'ri immunities, +2 or better weapons to hit, half damage from other non-magical attacks, never surprised, double human hearing and smell, MR 70%, AL CE, XP 14000 ea, Source: Planescape Compendium)

Hezrou Powers (at 9th level):

Animate Object
Blink
Duo-Dimension (3/day)
Produce Flame
Protection from Magical Missiles
Summon Insects
Unholy Word
Wall of Fire
Telepathy
Plane Shift

Manes (AC 8, MV 6, HD 1, hp 6 ea, THAC0 20, #ATT 3, D 1-2/1-2/1-4, SA acid vapour (when mane dies it dissipates into an acid cloud causing all within 10' to save vs poison or sustain 1-6 damage; tanar'ri are specifically immune to this acid), SD immune to mind affecting spells, MR 10%, AL CE, XP 975 ea, Source: Planescape Compendium)

Marilith (AC -9, MV 15, HD 12, hp 67 ea, THAC0 9, #ATT 7, D 4-24 and six weapons, Weapons short sword +1 (Fa 1D6/1D8 kdD6), battle axe +1 (Av 1D8/1D8 kdD10), footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), kau sin ke +1 [whipping chain] (Av 1D8/1D6 kdD8, +1 vs shields), scimitar +1 (Av 1D8/1D8 kdD8), mace-axe (Sl 2D4/1D6+1 kdD10), SA constriction (trapped victim takes damage each round and must make a CON check or fall unconscious, 10% per STR over 14 a victim can escape each round), marilith powers (see below), SD +2 weapons to hit, never surprised, immune to illusions and mind-affecting spells, MR 70%, Al CE, XP 23000 ea, Source: Planescape Compendium)

Marilith Powers (at 12th level):

Animate Dead
Cause Serious Wounds
Cloudkill
Comprehend languages
Curse
Detect Evil
Detect Magic
Detect Invisibility
Polymorph Self (7/day)
Project Image
Pyrotechnics
Telekinesis

Magic Items:

Marilith favour magical weapons. The DM should vary the selection if more than one is encountered.

Shortsword +1

Battle Axe +1

Footman's Mace +1

Kau Sin Ke of Disarming (+1 magical weapon which can be commanded instead of attacking to disarm a victim, who must save vs breath weapon [with a modifier equal to the to hit bonus for STR in addition to DEX bonuses] or have the weapon jerked out of hand and tossed D10' behind the kau sin ke wielder. Two handed weapon wielders gain twice the STR save or a +1 even if STR is below a to hit bonus)

Scimitar of the Blue Arc (+1 weapon which also does 1D6 of electrical damage, and the latter ignored metal armour and shield [and blocks or parries with metal weapons] but not magical plusses from such armour)

Mace-Axe +3 (an ancient Amorian weapon wielded by an Emperor of that land)

Molydeus (AC -5, MV 15, HD 12, hp 73 ea, THAC0 9, #ATT 2, D 2-12/1-6/by weapon, Weapons enchanted battle axe +5 (Av 2D10/2D10 kdD10), SA poison (snake head requires a save vs poison or transform into a mane in 1d6 turns, removable by Neutralize Poison and Remove curse, once transformed only a Wish will help), molydeus powers (see below), SD only affected by cold wrought iron weapons, never surprised, MR 90%, Al CE, XP 21000 ea, Source; Planescape Compendium)

Molydeus Powers (at 12th level):

Affect Normal Fires
Animate Object
Blindness
Charm Person or Mammal
Command
Black Tentacles
ESP (always active)
Fear
Improved Invisibility
Know Alignment
Lightning Bolt (7/day)
Polymorph Other
Sleep
Suggestion
True Seeing (always active)
Vampiric Touch

Magic Items:

Twin Bladed Axe +5 (Vorpal and Dancing powers, disappears when molydeus dies)

Nabassu (AC 4 to -5, MV 12 fl15[C], HD 7+2 to +20, THAC0 13, #ATT 3, D 2-8/2-8/2-8 or weapon (+7 due to STR), Weapons shortsword (Fa 1D6/1D8 kdD6), SA nabassu powers (see below), thief abilities (see below), SD +1 weapons to hit, MR 50%. A; CE, XP 8000-11000 ea, Source; Planescape Compendium)

Nabassu Powers (at 7th level):

Death Gaze (1/day, target must save vs spell or transform in 10 days into a ghast [or ghoul if demihuman], reversed by the death of the nabassu or Remove Curse but once transformed, it is irreversible)

Mature nabassu (with 18 meals) gain:

Energy Drain (by touch)
Regenerate (1 hp/hour)
Silence 15' radius
Vampiric Touch
Ethereal (2/day)
Paralyzation (all living creatures within 10' must save vs paralyzation or be paralyzed for 1-10 rounds, check once per encounter)

Thief Abilities:

MS 40 HS 50 DN 55
Backstab for x2 damage

Nalfeshnee (AC -8, MV 12 fl15[D], HD 11, hp 67 ea, THAC0 9. #ATT 3, D 1-4/1-4/2-8, SA magical spray (3/day and must concentrate for an entire round though hits do not break the spell, all creatures within 60' suffer 15 damage [save vs spell for half] and must save vs spell again at -2 or be stricken dumb and wander in a trance for 1-10 rounds while envisioning one's greatest fears), nalfeshnee powers (see below), SD never surprised, +2 weapons to hit, MR 70%, AL CE, XP 17000 ea, Source: Planescape Compendium)

Nalfeshnee Powers (at 11th level):

Alter Self
Bind
Call Lightning
Chill Touch
Detect Invisibility (always active)
Distance Distortion
ESP (always active)
Feeblemind
Forget
Giant Insect
Invisibility
Know Alignment (always active)
Mirror Image
Protection from Good (always active)
Raise Dead
Slow
Web

Rutterkin (AC 0, MV 12, HD 4, hp 25 ea, THAC0 17, #ATT 1 or 2, D 2-7/2-7 or by weapon, Weapons 3-armed blade fired from sling stick (Fa 3/r 4/8/12 1D6/1D6 kdD6), snap-tong (Sl 2D4/1D4 kdD4 inflicts damage each round once hit until opponent breaks free by hitting the weapon which has AC 5), flachet saw-toothed sword (Av 2D4/1D6 kdD8 +1 to hit vs unarmoured opponents), SA rutterkin powers (see below), feel pain from claw attack (groan and yelp when they attack with their claws), MR 10%, AL CE, XP 2000 ea, Source: Planescape Compendium)

Rutterkin Powers (at 4th level or minimum needed to cast the spell):

Fear (by touch)
Fly
Telekinesis (3/day)

Succubus (AC 0, MV 12 fl18[C], HD 6, hp 34 ea, THAC0 15, #ATT 2, D 1-3/1-3, SA energy drain (kiss drains as a wight, and victim must make a WIS check at -4 or not realize it), succubus powers (see below), SD +2 weapons to hit, never surprised, immune to all fire, MR 30%, Al CE, XP 11000 ea, Source: Planescape Compendium)

Succubus Powers (at 6th level):

Ethereal (as Oil of Etherealness)
Charm Person
Clairaudience
ESP
Plane Shift
Shapechange (to a humanoid form of the same general height and weight)
Suggestion

Vrock (AC -5, MV 12 fl18[C], HD 8, hp 54 ea, THAC0 13, #ATT 5, D 1-4/1-4/1-8/1-8/1-6 or by weapon (+7 damage due to STR), SA spores (1/3 rounds, spray spores on all within 5', causes 1-8 damage and begin to sprout causing 1-2 damage per round for 10 rounds, killed by Bless, Neutralize Poison, or holy water, Slow Poison halts the growth), Screech (1/battle, deafens all within 30' and stuns for 1 round those who fail a CON check), vrock powers (see below), fast (always win initiative and always strike in Very Fast phase), SD never surprised, +2 or better weapon to hit, MR 70%, AL CE, XP 19000 ea, Source: Planescape Compendium)

Vrock Powers (at 10th level):

Detect Invisibility
Detect Magic
Dispel Magic
Mass Charm
Mirror Image
Telekinesis

Bulezau (AC -1, MV 9, HD 7+3, hp 43 ea, THAC0 13, #ATT 4 or 3, D 2-5/2-5/2-16/1-3 or 2-16/1-3/and by weapon (+6 for STR), Weapons huge halberd +2 (Sl 2D10/4D6 kd2D10), SA head butt (on a natural 19 or 20 with a head butt it knocks a size M or smaller opponent back D6+4 feet and stuns it for 1-3 rounds), rage (25% chance per round when fighting, 75% chance in a round when it is hit and does not damage its foe, AC worsens to AC 1 but gains +2 to hit and +4 to save vs fear, emotion, or mind affecting spells including Hold spells, rage lasts until all foes are gone or the bulezau ahs not been engaged for 5 rounds), bulezau powers (see below), SD +1 or better weapons to hit, MR 25%, AL CE, XP 9000 ea, Source: Planescape Compendium 2)

Bulezau Powers (at 7th level):

Cause Fear
Command
Detect Invisibility
Shout (1/day)
Wall of Fog

Magic:

Halberd +2 (abyssal weapon, dissolves when the tanar'ri is destroyed)

Yochlol (1) (AC 10 (4 as spider), MV 12 (wb6 as spider), HD 6+6, hp 47, THAC0 15, #ATT 8 or 3/2 or 1, D nil or 5-8 (x8) or by weapon (+4 due to STR) or 1-8, Weapons nil, SA psionics, stinking cloud (when gaseous, its touch operates like a Stinking Cloud spell and it may extend up to 8 pseudopods to touch victims), specialized in shortsword (+1 to hit and +2 damage), poison bite (in spider form, save vs poison or die at the end of the round), +2 to hit when in humanoid form due to STR, yochlol powers (see below), SD psionics, +2 or better weapon to hit, healed 3-12 hp by Stinking Cloud spell when gaseous, Gust of Wind causes 6-36 damage by touch in gaseous form, destroyed by a Wind Walk by touch while in gaseous form (no magic resistance or save allowed), immune to corrosive or poisonous gas effects, in gaseous form takes no damage from physical attacks and can only be injured by magical cold, magical fire, or magic missile, MR 50%, AL CE, XP 6000, Source: Planescape Compendium 2)

Yochlol Powers (1/round unless specified, as 6th level caster):

Charm Person
Spider Climb
Stone Shape
Web
May change its form 1/round in addition to performing other actions

Psionics:

Level: 6
Dis/Sci/Dev: 1/4/13
Attack/Defense: MT, II, EW / All
Score: 14
PSP: 90

Telepathy - Sciences: domination, mindlink, probe, tower of iron will, Devotions: attraction, contact, ego whip, ESP, id insinuation, intellect fortress, invisibility, mental barrier, mind blank, mind thrust, phobia amplification, psychic impersonation, thought shield

Toad, Giant (1-12) - These creatures frequent the fungal forests and the rivers of the vault, and often enter bvy way of the latter and emerge to hunt before retreating back into the rivers and returning to their homes.

Gaint Toad (AC 6, MV 6 hop6, HD 2+4, hp 13 ea, THAC0 17, #Att 1, D 2-8, SA leap (attack at the middle or end of a leap, leap can be 1/3rd as high as the length), surprise (when leaping to the attack, victims suffer a -3 to their surprise roll), AL N, XP 120 ea, Source: Monstrous Manual)

Troglodyte (2-20) - Most of these loathsome creatures serve as slave guards for the various drow factions. A few independent tribes nearby are strong enough to resist complete enslavement by the drow, and these sometimes come to the vault to trade or conduct negotiations. They are fond of attacking from surprise using their chameleon powers. Assume a group encountered is slave (01-85) or free (86-00). Free troglodytes will not have weapons beyond javelins. Slaves will have weapons.

Troglodyte (AC 5, MV 12, HD 2, hp 10 ea, THAC0 19, #ATT 3 or 1, D 1-2/1-2/2-5 or by weapon, Weapons javelin (Fa 1/r 4/8/12 2D4/2D4 kdD6), stone battle axe (Av 1D8/1D8 kdD10), SA +3 to hit with javelins, chameleon powers (-4 to opponent surprise rolls), stench (those in melee must save vs poison or lose 1D6 STR for 10 rounds), AL CE, XP 120 ea, Source: Monstrous Manual)

If the troglodytes are free, then for every 10 there will also be a leader.

Leader (AC 5, MV 12, HD 3, hp 16 ea, THAC0 17, #ATT 3 or 1, D 1-2/1-2/2-5 or by weapon, Weapons javelin (Fa 1/r 4/8/12 2D4/2D4 kdD6), stone battle axe (Av 1D8/1D8 kdD10), SA +3 to hit with javelins, chameleon powers (-4 to opponent surprise rolls), stench (those in melee must save vs poison or lose 1D6 STR for 10 rounds), AL CE, XP 175 ea, Source: Monstrous Manual)

If the troglodytes are free and 20 are encountered, they will be led by 2 subchieftains.

Subchieftains (AC 5, MV 12, HD 4, hp 21 ea, THAC0 17, #ATT 3 or 1, D 1-2/1-2/2-5 or by weapon, Weapons javelin (Fa 1/r 4/8/12 2D4/2D4 kdD6), stone battle axe (Av 1D8/1D8 kdD10), SA +3 to hit with javelins, chameleon powers (-4 to opponent surprise rolls), stench (those in melee must save vs poison or lose 1D6 STR for 10 rounds), AL CE, XP 270 ea, Source: Monstrous Manual)

Troll (1-12) - Horrid beyond belief, these creatures roam the vault as virtual masters of the slave hierarchy. They are slow witted by terrifying and lord it over the other slaves whenever possible. All trolls encountered in the vault will be slaves, usually with a collar since branding them doesn't do any good since the wound grows over (after being self-mutilated).

Troll (AC 4, MV 12, HD 6+6, hp 36 ea, THAC0 13, #ATT 3, D 5-8/5-8/5-12, SA climb walls 80%, severed limbs can fight, throw stones (20 yards, D8 damage), SD regenerate 3hp per round after 3 rounds, limb severed on an opponent roll of 20, AL CE, XP 1400 ea, Source: Monstrous Manual)

Vampire (1 or 1-4) - Vampires are rare in the vault, but vampirism does occur amongst drow, especially those seeking even greater longevity. Other vault races never succumb to vampirism. Vampire drow are usually found alone, eventually being outcast for their incessant need for blood and inherent drow revulsion at anything not pure drow. However, allow a 15% chance that 1-4 are found, a band having grouped together for mutual protection. Vampiric drow often live amongst their fellow drow, as they have a particular taste for drow blood. Vampiric drow also have the advantage of never having to worry about sunlight! However, their gaze attack is less effective against drow than it would be against slave races.

Vampiric drow keep all of their former drow and class abilities. Therefore, the DM should generate a random drow elf from the tables in this section and then add the abilities of that drow onto the vampire statistics presented below. This will give the vampire at least a 50% MR for example.

Vampiric Drow (AC 1, MV 12 fl18[C], HD 8+3, hp 49 ea, THAC0 11, #ATT 1, D 5-10 or by weapon (+4 due to STR), Weapons drow shortsword +2 (Fa 1D6/1D8 kdD6), SA energy drain (2 points from each characteristic per touch), +2 to hit due to STR, gaze (charm person, save at -2), SD +1 weapon to hit, regenerate 3hp/round, gaseous form when reduced to zero hp but must reach its coffin in 12 turns of be destroyed, undead immunities, half damage from cold or electricity, gaseous form at will, shape change into large bat, summon 10-100 rats or bats in 2-12 rounds, Spider Climb at will, repelled by garlic, recoil from mirrors or lawful good holy symbols, burned by lawful good holy symbols for 2-7 damage, destroyed by direct sunlight, loses 1/3rd of hp when immersed in running water and destroyed if brought to zero hp, killed by driving a wooden stake through the heart [but will rise if the stake is removed unless the head is chopped off and the mouth stuffed with holy wafers], cannot first enter a home without being invited, AL CE, XP 8000 ea, Source: Monstrous Manual)

Magic Items:

Drow Metal Shortsword +2

Wight (2-16) - A result of the vile rituals and experiments of demented drow necromancers and priestesses, a number of these vile undead have gone feral or are still held in thrall and serving a master. Most of these are of slave race origin, though a few drow elf wights do exist.

Wight (AC 5, MV 12, HD 4+3, hp 27 ea, THAC0 15, #ATT 1, D 1-4, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, AL LE, XP 1400 ea, Source: Monstrous Manual)

Wraith (2-12) - Created similarly to wights, these dark creatures usually haunt the peripheries of the vault. Being incorporeal, they are not useful as slaves, but are used to punish wrongdoers and to assassinate rivals.

Wraith (AC 4, MV 12 fl24[B], HD 5+3, hp 31 ea, THAC0 15, #ATT 1, D 1-6, SA energy drain (1 point from all characteristics), SD +1 or better weapons or silver weapons to hit, undead immunities, cannot attack in sunlight, AL LE, XP 2000 ea, Source: Monstrous Manual)

House Favoured Creatures:

These are statistics for the favoured creatures of the noble houses of the vault. When the creature has already been described in the previous section, the statistics are not repeated here.

House Man'we-rilthil - Troll (1-12)

See previous section

House Esclindavir - Sword Spider (1-6)

See previous section

House Silistrevir - Wraith-Spider

Wraith-Spider (3-18) - These dread creatures were created by the drow for their wars against the duergar. Now, one of the noble houses that first bred the creatures still keeps them as favoured creatures.

Wraith-Spider (AC 5, MV 15 wb18, HD 3+2, hp 25 ea, THAC0 17, #ATT 1, D1-4, SA energy drain (bite causes energy drain as wight), poison (bite injects a poison which is active for 2-5 rounds and drains 1 CON per round, save for each round to avoid that round's loss, CON is regained at 1/week with a Heal spell restoring 1-4, victims drained of all CON die and have a 25% chance of becoming a wraith-spider, characters slain by the poison must have a Heal and Resurrection to be returned to life), webs (eerie dim green glowing strands causing 1-4 damage on touch and force a save vs paralyzation or be immobilized in the web for 1-6 rounds, webs are immune to normal weapons, only silver or enchanted can cut them or broken by a bend bars roll), SD immune to sleep, charm, and hold, affected only by silver or +1 or better weapons, affected by holy water (2-8 damage), immune to Raise Dead, turned as shadows, MR 15%, AL LE, XP 1400 ea, Source: Monstrous Compendium 2)

House Mareth-indirun - Nabassu Tanar'ri (1-4)

See previous section

House Arsuinvir - Phase Spider (1-4)

See previous section

House Iridversi - Gargoyle (2-16)

See previous section

House Noldrilni - Fire Lizard

Fire Lizard (1-4) - These massive creatures serve as both guardians for the house and as beasts of burden and even mounts. The house is expert at handling and training these great beasts.

Fire Lizard (AC 3, MV 9, HD 10, hp 55 ea, THAC0 11, #ATT 3, D 1-8/1-8/2-16, SA breath (fiery cone 10' wide at end and 15' long doing 2-12 damage, half if save is made, may breathe in addition to its full attack routine), SD immune to fire, AL N, XP 3000 ea, Source: Monstrous Manual)

House Forildir - Displacer Beast

Displacer Beast (2-5) - This house raises and breeds huge displacer beasts, which have proven to make great pets, hunters, and even make a great hunt themselves on occasion. Displacer beasts are notoriously difficult to tame, but this house has apparently developed a method to accomplish just that with regularity.

Displacer Beast (AC 4, MV 15, HD 6, hp 42 ea, THAC0 15, #ATT 2, D 2-8/2-8, SA can attack with claws and bite for 1-3/1-3/1-8, but only against large opponents or when near death or if a tentacle has been lost, SD -2 on opponent attack roll, +2 to saves, save as 12th level warrior, Al LE, XP 975 ea, Source: Monstrous Manual)

House Lur'we-barinil - Giant Scorpion (1-4)

These are trained to stay within house boundaries by way of chemical salves placed on the ground that repel the creatures. House members also wear this salve to make themselves safe from the scorpions.

See previous section

House Cunith-iril - Hydra

Hydra (1-3) - This house captured and bred several hydras, now having a long lineage of such beasts to complement their troops as guardians and even steeds! The hydras are trained to follow commands and to not attack house members displaying the proper insignia.

Roll D8+4 to determine the number of heads.

Hydra (AC 5, MV 9, HD 5-12, hp 8 per head or 8 x heads, THAC0 15-9, #ATT 1 per head, D 1-6 to 1-10, AL N, XP 2000 ea, Source: Monstrous Manual)

House Derinirinil - Hell Hound

Hell Hounds (2-8) - This house delved deeply into the lore of the plane of fire and bargained with an efreet lord for hell hound pups. Since then, the house has raised hell hounds as both pets and guardians. The hounds are intensely loyal to the house.

Hell Hound (AC 4, MV 12, HD D4+3, hp assume 5 per HD, THAC0 17-13, #ATT 1, D 1-10, SA breath (1 hp per HD, 10 yard range, save for half damage, may breathe while biting on a natural roll of 20), surprise (-5 to opponent surprise rolls), SD immune to fire, surprised on a 1 or 2, see invisible or hidden creatures 50% of the time), AL LE, XP 420 to 1400 ea, Source: Monstrous Manual)

House Wendahir - Minotaur (1-8)

See previous section

House Tarron-iril - Wyvern

Wyvern (1-4) - This house purchased wyvern eggs from evil traders from the Grashtilim Mountains decades ago and captured the merchant and enslaved him and forced him to teach the house how to train and breed wyverns. Since then, this house has bred them and rides them into battle when fighting in spaces large enough to allow them to fly.

Wyvern (AC 3, MV 6 fl24[E], HD 7+7, hp 47 ea, THAC0 13, #ATT 2, D 2-16/1-6, SA poison (type F, save or die), snatch (may grab size M if a talon hits or size L if two hit, talons do 1-6 each and may attack when the wyvern dives on opponents, prey in talons airborne are at +4 to hit with sting and bite, may dive 1/2 rounds), Al N(E), XP 1400 ea, Source: Monstrous Manual)

House Lilithvuir-comril - Bebilith

Bebilith (1) - This house has managed to conclude dark pacts with the horrendous bebilith, and in exchange, these horrid creatures serve the house. There are only a few in service to the house, but even a few are more than enough!

Bebilith (AC -5, MV 9 wb18, HD 12, hp 82 ea, THAC0 9, #ATT 3, D 2-8/2-8/2-12, SA poison (save vs poison at -2 or die in 1-4 rounds, if poisoned body is not Blessed within 1 turn of death the body bursts into flame and disintegrates), webs (4/day can shoot webs over 8000 cubic feet starting next to the bebilith and extending up to 60' away, as Web spell but permanent and fire burns only 25% per round of contact), armour destruction (each foreleg hit may ruin armour, roll a D6, on a 1-2 the shield may be ruined, on a 3-6 the armour may be ruined, nonmagical items are ruined 40%, less 10% per plus of magic), SD +2 weapons to hit, Plane Shift to the astral plane at will (and may pull a victim it is in melee with unless the victim saves vs wand), always covered by protection from Evil or Good at will, MR 50%, AL CE, XP 13000 ea, Source: Planescape Compendium)

House Maratherin - Ghoul (2-24)

See previous section


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