Return to the Contents Page
Proceed to the next page
Return to the previous page

 

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

 

The Fane of Lolth:

The Fane of Lolth is the most unholy site in the religion of the drow. It is built upon the exact spot where the drow first emerged into the vault from their trek from the forests of Blanthil in ancient times. It was here that they discovered and bred the purple lichen which radiation gives the drow many of their powers.

The Fane is the home of Lolth. She actually dwells in a demi-plane that is accessed from the Fane. The demi-plane is not detailed, but DMs who feel the need to let the party wander in her home plane can simply use the AD&D module Q1 - Queen of the Demonweb Pits. It is not unreasonable for Lolth in Therra to have a spider ship and so forth.

Fortunately for the party, Lolth and a good portion of her temple warriors and clerics are on the surface battling against the Free Folk. However, Lolth and her clergy walk a fine line. They need enough power on the surface so that when the Deceiver wins, she and her priestesses will have a claim on taking some credit for the victory, but on the other hand, she and her clergy do not wish to weaken their hold on the drow as a whole. So, while Lolth and a portion of her priesthood are absent from the Fane, a strong force does remain, and the party will have to deal with this force.

The Fane of Lolth is located within the city. It is, in fact, the most dominant structure in the city. The Fane is built into a massive stone column that stretches from the floor of the great plateau that the city is built upon to the vault ceiling. This column is clearly the joining of a massive stalactite with a similarly massive stalagmite, but so thick are they that where they join there is only the slightest hint of a thinning in the column.

The column itself is ovoid, being some 240 yards wide and 180 yards long. Its entire length is decorated with horrific bas-reliefs of hideous scenes, including spiders of various sorts, drow elves committing all sorts of atrocities, and various demons in unnatural acts, including many yochlol. The whole is painted in places and accented in others with Continual Faerie Fire spells. The main access to the column is from the elevated walkways of the city, reserved for the nobility of the drow. However, there is also a "Low Entry" for the commoners which consists of a massive set of stairs that winds approximately 100' up the column to roughly half way between the city floor and the elevated entryway (i.e. the "High Entry"). The Low Entry leads to the Low Temple, which is set inside a hollow carved into the column. From there, a passageway leads up to another massive hollow wherein lies the High Temple itself and the High Entry.

There are also some hidden or secret or lesser-used ways into the column. These are at ground level and lead to the great dungeons set in the lower portions of the column.

There are basically three sections to the entire Fane: the Dungeons, the Low Temple hollow, and the High Temple hollow.

The Dungeons:

These is a massive set of warrens carved into the base and lower half of the column. They comprise many levels and hundreds of chambers…more than can be reasonably mapped for this adventure write-up. Many of the chambers hold prisoners of the temple (remember, drow live a long time and so a dungeon of drow can fill up over the centuries), sacrifices awaiting their doom, torture chambers, as well as breeding grounds for a massive population of spiders and chambers that serve as dwelling places for slaves and monstrous servitors of the priesthood. There are also likely laboratories, summoning chambers, secret meeting places for the various factions within the priesthood, and secret caches of treasure embezzled from the temples.

There are 10 levels to these dungeons. If a DM wanted to map it all out he could, but given the likelihood that the party is not trying to explore and loot these dungeons but simply trying to pass through them on its way to the temples above, the dungeons are better treated as a random phenomenon. Therefore, some random dungeon tables are given below, and it is up to the DM to provide colour and logic to the whole. The dungeons themselves, as befitting the chaotic nature of the drow, are not laid out in any sort of ordered fashion, and the nature and use of rooms changes over time. Many rooms are empty, due to the fact that many of the slaves and monsters were cleared out of the dungeons and sent with the armies to the surface to fight in the wars. The DM should make this clear by describing many empty chambers, some clearly inhabited in recent years. Others will show signs of having been abandoned or even lost over time and are filled with cobwebs and dust.

As there are 10 levels to the dungeon, the party will have to locate 10 stairways up and ascend them. The tenth ascended stairway will lead to the Lower Temple hollow. Keep in mind that there are many stairways going up and down between levels.

When the final set of stairs is traversed, roll on the table below to see where in the Lower Temple hollow the party emerges:

01-35 = Within the Lower Temple proper
36-50 = Within the Temple Barracks
51-60 = To a secret door in the walls of the Lower Temple Hollow
61-00 = Within one of the Administrative Buildings

The exact location and circumstances will be up to the DM. For example, does the stairway emerge in the Lower Temple proper in a hallway? Or in the private bedchambers of a high level priestess?

For each turn spent in the dungeon, roll on the tables below. Remember that in 10 minutes many other chambers will be found, but these will be empty. If a party member wishes to "keep a map" then simply inform him that he is doing so and allow the party to relocate any stairway or room they have previously found by retracing their path. For this reason, the DM should note the order of results on the table so that ways can be backtracked, especially if creatures are bypassed.

All hallways are 10' wide and 10' tall. All rooms are 10' tall. The exact width and length of such rooms encountered is up to the DM.

Wandering Monsters:

For each turn, first roll for a wandering monster. These will be met in the hallways. In any encounter where undue noise is being made, or in any non-encounter instance where undue noise is being made, another check should be made for wandering monsters immediately. Should the check succeed, these will arrive in D20 rounds. Keep making checks until a check is failed. Each check made means more reinforcements in D20 rounds.

After 20 rounds of combat have passed, if noise is still being made, check for wandering encounters again and keep doing so. It is possible for the party, if it cannot dispose of wandering encounters in a timely fashion, to eventually call the entire temple down on it and perish.

The chance of a wandering monster is 1 in 6 per turn. If the party holes up in a room or other secluded place, then the chance is 1 in 6 per 2 hours if the chamber has 1 or 2 exits, 2 in 6 if it has 3-4 exits, and 3 in 6 if it has more than 4 exits.

Whenever a wandering monster is indicated, the DM should immediately reroll the check to see if two wandering monsters are encountered in the same period. Should the second roll indicate another monster, then a third roll should be made and so on until a check is failed. Multiple encounters may be met simultaneously or separated by several rounds (in the case of a per turn check) or by minutes or hours (in the case of a 2 hour check). Also, at the DM's discretion, multiple encounters in a single period might occur before or after the roll for dungeon features (see below). In this manner, the party might, in a single turn, meet a wandering monster, defeat it, encounter a chamber, defeat the guardians therein, leave the chamber, and then meet another wandering encounter. Quite the turn!

WANDERING MONSTER TABLE:

Roll 

Encounter 

01-05 
Bugbear 

06-10 
Centipede 

11-13 
Dwarf, Duergar 

14-20 
Elf, Drow 

21-28 
Goblin 

29 
Golem, Spiderstone 

30-31 
Gremlin, Jermlaine 

32-35 
Human 

36-38 
Kobold 

39-40 
Mimic 

41-44 
Ogre 

45-47 
Orc 

48-52 
Osquip 

53-56  
Quaggoth 

57-66 
Rat, Giant 

67-76 
Spider 

77-79 
Spyder-Fiend 

 80-82
Tanar'ri 

83-86 
Troglodyte 

87-89 
Troll 

90-93 
Undead 

94-95 
Yugoloth 

96-00 
Roll on Vault Encounter Table (Vault column) 

Bugbear (2-16) - These are slave soldiers of the temple, those not brought to the surface to fight in the wars. They tend to lord these dungeons over the smaller slave races and have a good life bullying the goblins. Their stealth makes them deadly opponents in the twisty maze of passageways that mark this dungeon.

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)

Centipede - Roll on the table below. These creatures are interlopers that have managed to enter the dungeons through cracks in the walls or long ago opened doorways. They now breed and scavenge.

Roll 

Centipede Type 

01-45 
Giant Centipede 

51-90 
Huge Centipede 

91-98
Megalo-Centipede 

99-00 
Tunnel Worm 

Giant Centipede (2-24) - These scavengers feed on giant rats, osquip, and smaller centipedes. They also have been known to attack smaller species of giant spiders. In turn, they are caught and cooked up or eaten raw by some of the slave races dwelling within the dungeons.

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)

Huge Centipede (5-30) - These scavengers are at the bottom of the dungeon food chain, preying on carcasses and wounded smaller creatures like giant rats and hairy spiders.

Huge Centipede (AC 9, MV 21, HD 1/8, hp 1 ea, THAC0 20, #ATT 1, D nil, SA poison (save at +4 or be paralyzed for 1D6 hours, SD -2 penalty to saves due to small size, AL N, XP 35 ea, Source: Monstrous Manual)

Megalo-Centipede (1-4) - These larger creatures pose a sincere threat to the dungeon inhabitants and they often prowl the floors, walls, and ceilings looking for prey to kill. They will attack man sized creatures.

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)

Tunnel Worm (1-6) - These dangerous creatures are always found in their lair, which is a den burrowed into the walls of the passageway by the digestive juices and mandibles of the tunnel worm. Each member of a swarm of tunnel worms has its own burrow, but they are usually spaced close to each other (within 30 yards of each other).

Each lair consists of a rounded den about 20' in diameter which is connected to the passageway by a tube approximately 2'-3' in diameter. This is narrow enough that the worm cannot turn while in the tube. The tube is usually about 30' long (just longer than the length of the worm) and is set at or near ground level.

The entrance to this tunnel is hidden by a mixture of coagulated saliva and bits of rocks and detritus the worm gathers from near its lair. These form a weak covering for the tube, enough to count as a concealed door for purposes of searching.

The tunnel worm usually attacks when a person comes within range of the opening. These creatures can sense vibrations from fairly far away, and are not fooled by invisibility. The worm will attack and attempt to drag the victim into its lair if such is possible (due to size constraints).

If the worm takes more than 15 points of fire damage of loses 60% of its original hit points, it will drop any victims and retreat to its lair, where it will fight to the death.

Note that these creatures will leave their lair to attack nearby foes.

Tunnel Worm (AC 4, MV 6, HD 9+3, hp 59 ea, THAC0 11, #ATT 1, D 2-8, SA lunging (gains a +2 to hit), chewing (no damage inflicted by the bite until the worm chews through armour, leather takes 1 round, chain takes 2, and better than chain takes 3 rounds, after armour is pierced and destroyed, victim takes chewing damage every round), grab (creature may pull a victim into its lair if it takes a WITHDRAW or other retreat option and makes an opposed STR roll (assume its STR is 20), AL N, XP 1400 ea, Source: Monstrous Manual)

Lairs can have treasure. Each lair will have, amidst bones and scraps of chewed through armour and the like (weapons will have been dropped in the passageway and are long gone), D8gp, D6ep, D6pp, and D4 gems of D100gp value. The coins are of drow mint.

Dwarf, Duergar (1-6) - These are slaves, 90% of which are blinded in order to lessen their chances of escaping. Duergar are never broken, so loyal are they to their kin, but they will not throw their lives away needlessly. Should the party make contact with duergar slaves and should they be able to convince them that they would have a chance at safety if they aid the party, they might do so. Such aid will usually involve showing the party the way to the nearest stairway up (assume such a stairway is 4 dungeon features away and takes 12 rounds to traverse). Blinded duergar only know the way around their own level.

Parties are usually chained together by ankle shackles and bear brands and bruises. They are usually on a specific errand on behalf of a slave master (usually a bugbear).

These duergar are used and abused as slaves, as the drow display special relish in abusing them, and the other slaves key on that and abuse them as well, both because they can and because they hope that such treatment will curry favour with their ebony masters.

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)

Elf, Drow (varies) - The drow are found here for a variety of reasons, including hunting for sport, patrolling for intruders, punishing slaves, engaging in torture, conducting secret rituals, meeting in hidden places to conspire against enemies or forge alliances, or any other number of reasons.

Roll on the table below. No specific statistics are provided for the drow, as they would vary too much, but the DM should feel free to borrow some of the many precise drow statistics presented throughout this adventure write-up.

As usual, all drow (except for driders) have magic weapons and armour of +1 for every 3 levels or fraction thereof. All drow have the Blind-fighting and Ambidexterity NWP. 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. Higher level drow will often have one or more magic items, at the very least a potion of healing or similar useful minor magic item.

Roll 

Encounter 

01-15 
Drider 

16-40 
Drow Patrol 

41-50 
Drow Priestesses 

51-70 
Drow Slavers 

71-85 
Drow Hunters 

86-95 
Drow Torturers 

96-00 
Special Encounter 

Drider - These beings are shunned by the drow and so are often sent into the dungeons to dwell ferally. They are universally despised and feared by the other dungeon denizens, and love nothing more than catching drow elves wandering the passageways alone or in small enough numbers to capture, torture, and slay. It is the presence of these driders that make many drow patrols in the dungeons very nervous. Of course, Lolth relishes this fact and so the driders are not exterminated.

An encounter will be with a single drider (01-75) or a group of 1-4 (76-00).

Any given drider will be a priest of level 6 or 7 (01-60) or a wizard of level 6, 7, or 8 (61-00).

Any drider or group encountered will be found with 2D6 huge spiders 10% of the time.

Drow Patrol - These patrol the dungeons to make sure things are in order (so to speak) and that invaders have not taken up a foothold in the dungeons. This is primarily a punishment job, as duty here is very dangerous and unpleasant, and is usually reserved for males.

A drow patrol will include 4-16 normal male drow elves. They will always be led by a warrior of level 3 with a 15% chance of a bump of 1 level. Any such leader will have wizard levels equal to warrior levels 20% of the time.

The patrol will also have slaves 50% of the time. These will be:

1-8 bugbears (01-50)
2-8 quaggoth (51-75)
1-4 ogres (76-90)
1-2 trolls (91-00)

Drow Priestesses - These will be on temple business or on business that they wish to hide from the rest of the temple. This might include secret rituals, negotiations with noble houses, or even assassination plots against other priestesses.

A group will include 1-6 priestesses of D6 levels with a 15% bump of D2 levels.

These will be accompanied by warrior slaves all the time and servitor slaves 50% of the time. For warrior slaves, refer to the patrol slave chart (see above). For servitor slaves, these will be:

2-12 goblins (01-50)
2-8 kobolds (51-70)
1-6 humans (71-80)
1-4 blinded duergar (81-90)
1-3 blinded deep gnomes (91-00)

The group will include drow male bodyguards 25% of the time (often the priestesses don't wish their activities down here to be observed or known by temple laity). These bodyguards will include 2-20 male warriors of level 3 led by a female commander level 4 warrior. The commander will be a wizard of level 4 as well 15% of the time.

Drow Slavers - These parties enter the dungeons to round up slaves for specific duty above or to take slaves down into the dungeons. They are always males and usually of low level and expendable.

A slaver party will consist of 3-12 normal drow elves, led by a level 3 warrior. The group will also include a group of warrior slaves acting as bodyguards (refer to the patrol slave chart above) and a group of slaves being taken to or from the dungeon. These latter will be forlorn and shackled and the race can be determined by rolling on the warrior slave table (under the drow patrol entry above) or the servitor table (under the drow priestess entry above). It is theoretically possible that the shackled slaves will turn on their slavers should the party attack in force.

Drow Hunters - Some very brave or foolish drow choose to hunt the dungeons for sport, relishing the danger and the adrenaline of such sport. Their hunting is often indiscriminate, as the hunters are often intoxicated on mushroom brews.

A hunting party will consist of 2-12 hunters (male or female) who are warriors of D3+2 levels with a 25% bump of D2.

Hunters do not generally bring slaves with them, as they might then be accused of simply killing their own slaves and acting as if they had hunted them.

At times, hunters are sent below as a test of prowess, such contests often being a way to advance in the temple hierarchy and to prove one's mettle.

Drow Torturers - These will be comprised exactly the same as drow slavers (see above), but are taking their "slaves" to a cell or to be tortured or sacrificed. When determining the race of slaves in shackles, however, allow a straight 25% chance that a given slave is actually a drow elf.

Special Encounter - Any special drow encounter the DM chooses. This might involve drow wizards engaged in a private duel in the dungeons or whatever else comes to mind.

Goblin (4-24) - These slaves might be branded and on active duty for the drow (01-50) or feral (51-00), running around in clans trying to survive.

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), sling (Av 1/r 8/16/24 1D4/1D4 kdD4), Armour rothe leather and metal shield, AL LE, XP 15 ea, Source: Monstrous Manual)

Golem, Spiderstone (1) - These are generally golems that have gone wild (01-75) or are on a specific task set by its creator (76-00). Wild ones will generally attack intruders on sight. Those on errands will avoid intruders if possible in order to complete whatever task they have been set.

Spiderstone Golem (AC 3, MV 9, HD 11, hp 55 ea, THAC0 9, #ATT 4, D 1-12 (x4), SA web spit (in lieu of melee attacks, range of 90 yards with an attack roll, a hit means everyone within 20' is subject to a Web spell, with the being hit gaining no save, if the attack roll fails the spit splatters using the grenade-like missile table but dissipates after 1d4 rounds, SD immune to all spells except those cast by drow priestesses of invocation/evocation spells, +1 or better weapon to hit, Spider Climb at will, chance of going wild (1% per week in this case), MR 50%, AL CE, XP 8000 ea, Source: Monstrous Compendium 1)

Gremlin, Jermlaine (12-48) - These mischievous creatures haunt the dungeon, causing mayhem and stealing whatever they can whenever they can. They generally fight and fall prey to spiders and centipedes, and they often domesticate giant rats and osquips. The jermlaines have tunneled warrens throughout the dungeons and can use these to emerge into almost any passageway and to escape at will.

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)

Assume any group of jermlaines is accompanied 75% of the time by 2-20 giant rats (01-90) or 1-12 osquips (91-00).

Humans (1-6) - Humans encountered are always slaves, branded and banded by their owners. These are the usual underdark bred stock, with pale skin and limited infravision. They are zero level, always unarmed and unarmoured and always on a specific errand. They might be induced to stop and treat with the party and conceivably allow the party to rescue them. They will likely be fascinated to see humans who are free of enslavement.

Human (AC 10, MV 12, LV 0, hp 4 ea, THAC0 20, #ATT 1, D by weapon, Weapons none, AL N, XP 15 ea, Source: Monstrous Manual)

Kobold (2-12) - Lowest on the slave totem pole, these creatures are either highly abused slaves (01-50) or feral escapees (51-00). The former are very skittish and the latter even more so. Such is the life of a small creature that is not as adept at hiding as the jermlaines.

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)

Mimic (1) - These will be common (01-50) or killer (51-00) varieties. These were introduced into the dungeons centuries ago as assassins and have since escaped control and bred until now a population of them haunts the passageways and rooms.

They are fond of appearing like doors, chests, or furniture.

Mimic (AC 7, MV 3, HD 7 or 8, hp 42 or 49 ea, THAC0 13, #ATT 1, D 3-12, SA glue (anything touching the mimic is held fast, alcohol weakens the glue in 3 rounds, or an open doors roll may be attempted once, or the mimic may neutralize the glue, which dissolves 5 rounds after the mimic dies), surprise (-4 to victim surprise rolls), SD immune to acid, molds, slimes, and puddings, AL N, XP 975 or 1400 ea, Source: Monstrous Manual)

Killer Mimic (AC 7, MV 3, HD 9 or 10, hp 55 or 63 ea, THAC0 11, #ATT 1, D 3-12, SA glue (anything touching the mimic is held fast, alcohol weakens the glue in 3 rounds, or an open doors roll may be attempted once, or the mimic may neutralize the glue, which dissolves 5 rounds after the mimic dies), surprise (-4 to victim surprise rolls), SD immune to acid, molds, slimes, and puddings, AL N, XP 2000 or 3000 ea, Source: Monstrous Manual)

Ogre (1-10) - These brutish creatures are valued warrior slaves or heavy lifters or miners. They roam the dungeons happy to torment and slay and consume those weaker than themselves.

Ogre (AC 5, MV 9, HD 4+1, hp 28 ea, THAC0 17, #ATT 1, D 1-10 or by weapon (+6 due to STR), Weapons footman's pick (Av 1D6+1/2D4 kdD8, +2 vs plate), SA +2 to hit due to STR, AL CE, XP 270 ea, Source: Monstrous Manual)

Orc (2-8) - These slaves are rare and valued, having basically been pressed by the drow from the Deceiver's armies. Some have gone feral (01-15), but most are slaves (16-00).

Orc (AC 6, MV 9, HD 1, hp 5 ea, THAC0 19, #ATT 1, D by weapon, Weapons short sword (Fa 1D6/1D8 kdD6), javelin (Fa 1/r 4/8/12 1D6/1D6 kdD6), AL LE, XP 15 ea, Source: Monstrous Manual)

Osquip (2-24) - These voracious vermin have burrowed into the dungeon from the surrounding city and have found a good home here. Some packs are allied with jermlaines, but most simply roam the passageways and skitter in their burrowed warrens.

Osquip (AC 7, MV 2 br1/2, HD 3+1, hp 18 ea, THAC0 16, #ATT 1, D 2-12, SA surprise (-5 to opponent surprise rolls when emerging from a warren tunnel), SD poor swimmers (50% drown, 50% paddle at a movement rate of 1), AL N, XP 120 ea, Source: Monstrous Manual)

Quaggoth (2-12) - These bands are all slaves, favoured as warriors by the drow. They do not have thonots or jalds herein, as the drow wish to maintain direct control. Most of the quaggoth dwelling herein have accompanied the armies to the surface, but those that remain patrol the dungeons looking for food and intruders.

Quaggoth (AC 6, MV 12, HD 2+2, hp 12 ea, THAC0 19, #ATT 2, D 1-4/1-4 or by weapon, Weapons battle axe (Av 1D8/1D8 kdD10), SA berserk rage (when reduced to 25% of hp, receives +2 to attack and damage rolls), SD immune to poison, AL N, XP 175 ea, Source: Monstrous Manual)

Rat, Giant (3-30) - These vermin are occasionally aligned to the jermlaines that haunt the passageways, but are usually simply scavengers, preying upon carcasses and small centipedes and spiders.

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

Spider - These favoured of Lolth roam the dungeons at will, taking those whom they please as prey and occasionally falling to the same. They generally will not attack drow, though a lone male might be too tempting to resists.

Roll on the table below to determine the exact type of spider:

Roll 

 Spider

01-25 
Hairy Spider 

26-50 
Large Spider 

51-75 
Huge Spider 

76-85 
Giant Spider 

86-89 
Gargantuan Spider 

90-93 
Phase Spider 

94-97 
Sword Spider 

98-00 
Wraith-Spider 

Hairy Spider (1-20) (AC 8, MV 12 wb9, HD 1-1, hp 3 ea, THAC0 20, #ATT 1, D 1, SA poison (save vs poison at +2 or AC and to hit rolls are reduced by 1 and DEX is at -3 for DEX checks, onset time of 1 round and effect lasts 2-5 rounds), attach (+5 to hit once attached to a victim), SD 40% of these can detect invisibility on a 4 in 6 check once per round, AL NE, XP 65 ea, Source: Monstrous Manual)

Large Spider (2-20) (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)

Huge Spider (1-12) (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)

Giant Spider (1-8) (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)

Gargantuan Spider (1-3) (AC 4, MV 9 wb12, HD 8+8, hp 59 ea, THAC0 11, #ATT 1, D 2-12, SA silent (-5 to opponent surprise rolls), web (shoot strands 20' to bind a foe, attacks AC 10 and substitute's for melee attack, victim caught is treated as if in a Web spell), poison (save vs poison at -2 or fall into a coma for 2D4 turns), SD flatten (becomes 80% undetectable), webs (form traps and shapes), AL CE, XP 3000 ea, Source: Monstrous Manual)

Phase Spider (1-4) (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)

Sword Spider (1-3) (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)

Wraith-Spider (1-4) (AC 5, MV 15 wb18, HD 3+2, hp 26 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)

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:

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

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.

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.

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

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 

01-10 
Bar-Igura (2-12) 

11-20 
Dretch (2-12) 

21-25 
Glabezru (1-3) 

26-35 
Hezrou (1-6) 

36-55 
Manes (2-12)

56-65 
Nabassu (1-4) 

66-75 
Rutterkin (1-8) 

76-85 
Vrock (2-8) 

86-90 
Bulezau (3-12) 

91-00 
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)

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

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)

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

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)

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

Troglodyte (2-20) - These smelly creatures are used as independent warrior slaves by the drow. However, due to their chaotic nature, more than a few have simply wandered off into the dungeon passages and now form feral groups. In either case they are dangerous to intruders and to slaves smaller than they.

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)

Troll (1-12) - Groups of these ravenous creatures roam the dungeons, hungry and cruel. Whether they are actively enslaved or feral makes almost no difference, as they routinely kill those smaller than they (except for drow) and only obey orders when pressed by those more powerful than they.

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)

Undead - These are sometimes guardians who have lost their masters and their wards and so now roam free. Others are escaped from mastery or free-willed beings created by insane priests or necromancers or even created from the hideous deaths they endured. A few are still under the control of a master and are on specific business or have been instructed to patrol the dungeons. No matter, they will attack intruders mercilessly.

Roll on the following chart to determine the type of undead encountered.

Roll

Undead 

01-10 
Baneguard 

11-15 
Direguard 

16-25 
Ghoul 

26-35 
Shadow 

36-50 
Skeleton 

51-52 
Skeleton, Giant 

53-56 
Skeleton, Monster 

57 
Spectral Wizard 

58-59 
Spectre 

60-65 
Wight 

66-69 
Wraith 

70-85 
Zombie 

86-87 
Zombie, Lord 

88-00 
Zombie, Monster 

Baneguard (1-10) - Created by drow priestesses to guard treasure caches or other tasks, Some wander free, their tasks having been completed or impossible to continue to fulfill and their masters long since expired. These free willed specimens revel in evil and pain.

Baneguard (AC 7, MV 12, HD 4+4, hp 29 ea, THAC0 15, #ATT 1, D 1-6 or by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), SA magic missile (1/3 rounds, 2 missiles with a 60' range), SD blink (1/turn, blink up to 4 continuous rounds as the spell), undead immunities, half damage from edged weapons, AL NE, XP 975 ea, Source: Monstrous Compendium 1)

Direguard (1-10) - Similar in all respects to baneguards, but appearing in shadowy, black armour, these will act just as the baneguards do.

Direguard (AC 6, MV 12, HD 4+4, hp 29 ea, THAC0 15, #ATT 1, D 1-6 or by weapon, Weapons shortsword (Fa 1D6/1D8 kdD6), SA magic missile (1/3 rounds, 2 missiles with a 60' range), SD blink (1/turn, blink up to 4 continuous rounds as the spell), undead immunities, half damage from edged weapons, AL NE, XP 975 ea, Source: Monstrous Compendium 1)

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 dungeon 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)

Shadow (2-20) - Thriving in the dank, shadowy halls of the dungeons, these malign creatures prey on the unwary and enjoy stalking their victims and trapping them in dead end corridors. They have little fear of bright lights amongst the drow, though a few of the latter carry light pellets specifically for such encounters.

Shadow (AC 7, MV 12, HD 3+3, hp 21 ea, THAC0 17, #ATT 1, D 2-5, SA strength drain (each hit drains 1 STR point for 2-8 turns, humans or humanoids brought to 0 hp or 0 STR become shadows, non-humans simply collapse), SD +1 weapons to hit, undead immunities, AL CE, XP 420 ea, Source: Monstrous Manual)

Skeleton (3-20) - These mindless beings are either on a specific mission (i.e. to catch a specific person or slave or to kill same) (01-75) or have been simply instructed to slay all intruders (those non drow not wearing slave brands or slave collars) (76-00). Skeletons encountered in chambers have generally (90%) been instructed to guard that chamber.

Skeleton (AC 7, MV 12, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-6, Weapon shortsword (Fa 1D6/1D6 kdD6), SD undead immunities, half damage from edged weapons, AL N, XP 65 ea, Source: Monstrous Manual)

Skeleton, Giant (2-8) - Created by particularly evil priestesses, these horrid creatures have to hunch to travel in the passages and rooms of the dungeons. Like skeletons, they will be on a specific mission (01-75) or instructed to slay all intruders (76-00). Also, like skeletons, any of these encountered in a chamber have likely (90%) been instructed to guard that chamber.

Giant skeletons will usually not cast all of their fireballs in a single round, as devastating as that might be, as they can only do so once per hour and so are usually instructed to toss them (when found in a group) once every 3 or 4 rounds, so as to save some for later intruders.

Giant Skeleton (AC 4, MV 12, HD 4+4, hp 27 ea, THAC0 15, #ATT 1, D 1-12, SA fire (1/hour may draw forth a ball of fire that casts like a Fireball spell at 8th level), SD immune to fire, undead immunities, cold inflicts half damage, half damage from edged weapons except missiles and arrows which do 1 point of damage), AL N, XP 975 ea, Source: Monstrous Manual)

Skeleton, Monster (1-6) - These operate exactly the same as normal skeletons. They are usually fashioned from the bones of ogres, bugbears, or similar large creatures.

Monster Skeleton (AC 6, MV 12, HD 6, hp 35 ea, THAC0 15, #ATT 1, D 1-10, SD undead immunities, half damage from edged weapons, AL N, XP 650 ea, Source: Monstrous Manual)

Spectral Wizard (1-2) - These bizarre apparitions are always drow elf originated. They are created by perverse masters of the arcane who seek to punish underlings by cursing them with unlife. They now wander the dungeons seeking revenge on all who have precipitated their miserable half life, including other drow elves.

Spectral Wizard (AC 0 (8 on the ethereal plane), MV 12 fl15[B], HD 5, hp 23 ea, THAC0 15, #ATT 1, D paralyzing touch, SA touch (hit causes a limb to become numb and useless for 2-8 rounds [1=right arm, 2= left arm, 3=right leg,4=left leg]), aura (those within 10' causes opponent bodies to tingle causing -1 to attack rolls), SD undead immunities, silver or magic weapons needed to hit, solidify (1 round in darkness or 2-8 rounds in bright light), AL NE, XP 4000 or 5000 ea, Source: Monstrous Compendium 1)

All spectral wizards are spellcasters, wizards of D4+1 levels with a 25% bump of D2. Those who are level 5+ are worth 5000xp.

Assign spells memorized and spell points as appropriate. Spectral wizards have an INT of D6+12.

Spectre (1-6) - These horrendous spirits are almost always drow elves who have lingered due to a malign soul and an abiding anger at both life and death.

Spectre (AC 2, MV 15 fl30[B], HD 7+3, hp 59 ea, THAC0 13, #Att 1, D 1-8, SA energy drain (lose 2 points from each characteristic), SD +1 weapons to hit, undead immunities, AL LE, XP 3000 ea, Source: Monstrous Manual)

Wight (2-16) - Wights are sometimes undead drow and other times undead slaves of particularly strong will and nasty disposition. They hate all life but can be cowed by powerful masters.

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) - Wraiths are the spirits of drow which have been entrapped by vile sorcery or a simple hatred of life.

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)

Zombie (3-24) - These mindless undead are usually slave races, enchanted by a drow mage or priest and often (01-50) on a specific mission; otherwise (51-00) they have been set loose to attack all intruders. If they are not on a specific mission, they might (15%) be under the command of a zombie lord (see below).

Zombie (AC 8, MV 6l HD 2, hp 10 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, attack last in the round, AL N, XP 65 ea, Source: Monstrous Manual)

Zombie Lord (1) - These foul beings are created from ghastly drow rituals and from Raise Dead spells gone awry. Almost all are drow elves. They are malign beings who revel in creation of zombies and death and destruction. They are friends of no one, including the drow.

Zombie Lord (AC 6, MV 6, HD 6, hp 37 ea, THAC0 15, #ATT 2, D 2-8/2-8, SA odor of death (the first time a person enters within 30 yards, a save vs poison must be made or: 1 = Weakness [as spell], 2 = Cause Disease [as spell], 3 = -1 CON, 4 = Contagion [as spell], 5 = incapacitation for 1-4 rounds due to vomiting, 6 = death and instant transformation into a zombie), command all zombies in sight, Speak with dead to any corpse touched, Animate Dead 1/day into zombies (can be used on living creatures with fewer HD than the zombie lord, save vs death of die, rising as a zombie in 1-4 rounds), undead immunities, AL NE, XP 650 ea, Source: Monstrous Manual)

Zombie, Monster (1-6) - Created by wicked drow or zombie lords, these are often giant spiders (01-50) but can also be trolls, ogres, or other creatures (51-00). They are generally not sent on missions, but instead act as guards or patrol for interlopers.

Monster Zombie (AC 6, MV 9, HD 6, hp 37 ea, ATHC0 15, #ATT 1, D 4-16, SD undead immunities, attack last in the round, AL N, XP 650 ea, Source: Monstrous Manual)

Yugoloth (varies) - These beings are not as closely aligned to the drow and Lolth as are the tanar'ri, but they are still favourable to the designs of the drow. Some are minions of the Deceiver, though few in these dungeons are so aligned. Most yugoloth encountered in the dungeons are guardians or beings summoned for a specific task. As such, they tend to be of the lesser powered varieties. This does not mean, however, that they will not gleefully attack intruders and those weaker than they.

Since all yugoloth can Animate Dead, they are 50% likely to have skeletons or zombies whose HD equal to half the yugoloth's HD.

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

Dergholoth - These dim-witted creatures are used as mercenaries and muscle by their summoners. They are often sent to attack a rival or to lead assaults. When encountered in the dungeons, they are likely either patrolling for intruders or looking to attack a given drow priestess.

Mezzoloth - The soldier caste of the yugoloths, these brutes are as slow witted as the dergholoths and are used for much the same purpose.

Nycaloth - These intelligent and powerful daemons are almost always summoned for a very specific task. This usually involves the decapitation of someone or something. This said, however, a Nycaloth encountered in the dungeons will certainly take time to attack intruders.

Piscoloth - These horrendous creatures are intelligent and powerful enough to lead drow slave forces, and are often summoned to do so. In this case, they may be training slave forces or planning a mission outside of the dungeon.

Canaloth - These feral yugoloths are often set free in the dungeons for a period of service and are used as spies or as patrollers of territory claimed by their masters. They are not bright but are quite aggressive and are expert trackers.

Roll on the table below to determine the type and number of yugoloth.

Roll Yugoloth
01-40 = Dergholoth (1-4)
41-60 = Mezzoloth (2-5)
61-65 = Nycaloth (1)
66-80 = Piscoloth (2-8)
81-00 = Canaloth (1-3)

All yugoloth have the following powers:

Alter Self
Animate Dead
Cause Disease
Charm Person
Improved Phantasmal Force
Produce Flame
Teleport without Error (1/week per 10% of MR) [except nabassu who do not gain this ability]

All yugoloth have the following immunities:

Acid: None
Cold: Double (Full for mezzoloths)
Electricity: Full
Fire (magical): None
Fire (normal): None
Gas: Half
Iron Weapon: None (unless hit by normal weapons)
Magic Missile: Full
Poison: None
Silver Weapon: Full

Dergholoth (AC -3, MV 12, HD 8+16, hp 60 ea, THAC0 13, #ATT 5, D 2 claws (9-12 each), by weapon type (+8 due to STR) (x3), Weapons longsword (Av 1D8/1D12 kdD8), spear (Av 1d6/1D8 kdD6, set vs charge), battle axe (Av 1D8/1D8 kdD10), SA grab (if two claws hit an opponent, opponent is grabbed and is +2 to be hit by the grabbing dergholoth though the two grabbing arms cannot attack, grabbed opponents can fight but may not move until they make a STR check against half of their STR score), chatter (1/day causes all under 7HD to save vs spell of be Feebleminded for 1-6 rounds), dergholoth powers (see below), SD never surprised, no flanks or rear, parry (each weapon not used to attack improves AC by 2), +1 or better weapon to hit, yugoloth immunities (see below), yugoloth powers (see below), MR 40%, AL NE, XP 12000 ea, Source: Planescape Compendium)

Dergholoth Powers (at 8th 1evel):

Darkness 15' radius
Fear
Sleep (2/day)

Mezzoloth (AC -4, MV 15, HD 10+20, hp 83 ea, THAC0 11, #ATT 2 or 1, D 7-12/7-12 or by weapon (+6 due to STR), Weapon morningstar (Av 2D4/1D6+1 kdD10, +1 vs plate), Armour medium shield +2, SA mezzoloth powers (see below), SD normal damage from cold, +2 weapons to hit, immune to paralysis and charm and Suggestion spells, MR 50%, AL NE, XP 21000 ea, Source: Planescape Compendium)

Mezzoloth Powers (at 10th level):

Burning Hands
Cause Serious Wounds
Cloudkill (1/day)
Darkness 15' radius
Detect Invisibility (always active)
Detect Magic
Dispel Magic (2/day)
Flame Strike (1/day)
Hold Person
Mirror Image
Sleep
Trip

Nycaloth (Nycadaemon) (AC -7 (-9 vs missiles), MV 12 fl36[C]. HD 11+22, hp 88 ea, THAC0 9, #ATT 2 or 1, D 9-16/9-16 or by weapon (+8 due to STR), Weapons two-headed axe (Sl 2D8/2D8 kdD12), Armour large shield, SA +3 to hit due to STR, bleeding (claws cause seeping wounds hat bleed for 1-6 damage per round until healed magically), yugoloth powers (see below), SD immune to weapons below +2, immune to enchantment/charm spells, yugoloth immunities (see below), nycaloth powers (see below), MR 70%, AL NE, XP 25000 ea, Source: Planescape Compendium)

Nycaloth Powers (at 11th 1evel):

Command (3/day)
Comprehend Languages (always active)
Telepathy
Detect Invisibility (always active)
Detect Magic (always active)
Dimension Door (3/day)
Dispel Magic
Enlarge (or Reduce)
Fear (by touch)
Invisibility
Mirror Image (3/day)
Polymorph Self
Project Image
Read Magic (always active)
Reverse Gravity (1/day)
Wind walk
Word of Recall (1/day)
Wraithform (1/day)

Magic Items:

Two-Headed Axe +2

Piscoloth (AC -5, MV 6 sw18, HD 9+18, hp 68 ea, THAC0 11, #ATT 2, D 2-16/2-16, SA severing (pincers may sever a limb on a natural 20 to hit, victim must save vs paralyzation or lose an arm [01-60] or leg [61-00], metal armour grants a +2 to the save, with an additional +1 for each plus of armour), sting (attack with mouth tentacles doing 1-10 damage and save vs paralyzation at -2 or die in 6 turns unless healed by a Neutralize Poison), piscoloth powers (see below), SD never surprised, +1 weapons to hit, water based attacks inflict -1 per die, MR 40%, AL NE, XP 19000 ea, Source: Planescape Compendium)

Piscoloth Powers (at 10th level):

Bind
Blink
Emotion
Jump
Know Alignment
Meld into Stone
Phantasmal Killer (2/day)
Protection from Good
Resist Fire
Scare
Stinking Cloud

Canaloth (AC 0, MV 18, HD 6+12, hp 50 ea, THAC0 15, #ATT 3, D 1-6/1-6/6-15, SA mandibles (destroy armour on a natural 19 or 20 attack roll, though magic armour gets a save vs crushing blow), tongue lash (instead of melee attacks, 20' range, causes 1D6 damage and victim must save vs paralyzation or be helplessly entangled, canaloth can draw victim to its mouth and automatically bite next round, victim may make a bend bars to escape or allies can help with a total of 34 STR to pull free, tongue can be attacks by type s weapons, AC4, 15 hp), canaloth powers (see below), SD immune to sight affecting spells, blinded by strong stenches combined with loud noises, telepathy, +1 or better weapon to hit, MR 25%, AL NE, XP 9000 ea, Source; Planescape Compendium 2)

Canaloth Powers (at 6h 1evel):

Cloudkill (1/day)
Darkness 15' radius
Fear
Passwall
Shout (1/day)

Dungeon Features:

For each turn, after wandering monsters are checked, roll on the accompanying table:

Roll 

Feature 

01-10 
Empty Chamber (dusty and old) 

11-20 
Empty Chamber (used within the last few years) 

21-30 
Empty Chamber (recently used) 

31-40 
Inhabited Chamber 

41-43 
Laboratory 

44-46 
Library 

47-50 
Meeting Chamber 

51-55 
Prison 

56-58 
Shrine 

59-61 
Stairs Down 

62-64 
Stairs Up 

65-69 
Storeroom 

70-72 
Summoning Chamber 

73-77 
Torture Chamber 

78-79 
Treasure Cache 

80-87 
Trap 

88-90 
Well 

91-00 
Multiple Features (roll twice) 

Whenever, in a description, percentage chances are given in % form rather than percentile form (i.e. 75% rather than 01-75) then they are not exclusive. For example:

If a room has a 75% chance of a trap and a 25% chance of a guardian, you roll for each separately and the room might have both a trap and a guardian. On the other hand, if a room has a chance of a trap (01-75) or a guardian (76-00) then a single roll is made and the room can have one or the other but not both.

The term "exit" refers to all ways into or out of a place, including the way the party has accessed the place. So a chamber with 4 exits means it has 4 passageways leading into it, the one the party entered through and 3 others.

Remember to check whether the exit into a chamber that the party might take is a secret door or trapped BEFORE the party actually enters the chamber!

Three tables are presented below.

The first is a Lock Table, used to determine the type of lock barring a door. Almost always, locks bar access INTO a chamber from the outside. The exception to this is a prison.

The second is a Guardian Table. Guardians are monsters that are capable of guarding a place without need of support. These include constructs like golems as well as undead.

The third is a Trap Table. This is actually comprised of three columns, one for chambers, one for doors and locks, and one for hallways.

Whenever the dungeon feature description mentions a lock, guardian or trap, refer to these three tables.

Lock Table:

Any door that has a lock is actually locked 50% of the time. Increase this by 25% if the chamber is used within the last few years and by 40% if the chamber is dusty and old. Chests and other containers with locks are always locked. Wizard locked doors and doors with hidden opening mechanisms are always locked.

Roll 

Lock Type 

01-50 
iron bar (on a door, otherwise treat as a key lock) 

51-85 
key lock 

86-95 
wizard locked (at level 2D3 with a 15% chance of a bump of D3) 

96-00 
hidden lock or opening mechanism 

Guardian Table:

Statistics are not presented here. DMs should refer to the appropriate source materials.

Roll 

Guardian 

01-02 
Stone Golem (D3) 

03-04 
Clay Golem (D3) 

05 
Iron Golem (D3)

06-08 
Gem Golem (D3) 

09-12 
Caryatid Column (2) 

13-16 
Living Statue (D6) 

17 
Magic Golem (D3)

18-20 
Spiderstone Golem (D3) 

21-33 
Skeleton (2D20) 

34-37 
Monster Skeleton (D12) 

38-40 
Giant Skeleton (D6) 

41-53 
Zombie (2D20) 

54-57 
Monster Zombie (D12) 

58-62 
Wight (2D6) 

63-66 
Wraith (2D4) 

67-72 
Shadows (2D6) 

73-74 
Spectre (D4) 

75 
Mummy (D3) 

76-79 
Least Tanar'ri (2D20) 

80-82 
Lesser Tanar'ri (D8) 

83-84 
True Tanar'ri (D3) 

85-87 
Least Baatezu (2D20) 

88-89 
Lesser Baatezu (D8) 

90 
Greater Baatezu (D3) 

91-93 
Guardian Yugoloth (D3) 

94-97 
Myrlochar (D8) 

98-00 
Yochlol (D2) 

Trap Table:

Chamber 

Door/Lock 

Hallway 

Trap 

01-20 

01-10 

01-15 
Arrow 
 

11-15 
  Exploding 
 

16-25  
  Explosive Runes 
 

26-45 
  Fire Trap 

21-40 

46-50 
  Gas 

41-60 

51-65 

16-35 
Glyph of Warding 

61-80 
 

36-55 
Pit 
 

66-85 
  Poison Needle 

81-90 
 

56-70 
Portcullis 
 

86-00 
  Scything Blade 

91-00  
 

71-85 
Spear 
   

86-00 
Stone Block 

Hallways are assumed to be active or recently active.

Arrow - D6 arrows or darts emerge from holes and attack the victim(s). assume the missiles attack as a D12 level warrior. Allow a 15% chance the missile is poisoned. In this case, the poison is either drow sleep poison (01-50) or lethal poison (51-00).

Exploding - The object explodes, destroying the item or container and causing 6D6 damage to all within a 30' radius (save vs breath for half damage). This trap is not magical but chemical in nature.

Explosive Runes - Etched into a lock or on a door, reading them causes damage as appropriate. Assume this was cast by a wizard of level D4+2 with a 20% bump of D2.

Fire Trap - Assume this was cast by a mage or priest of level D4+3 with a 25% bump of D2.

Gas - Gas is emitted. If a room, the doors will lock shut (roll on the Lock Table but the locks bar from without) and the gas will quickly fill the chamber. If an exit to the room does not have a door, then an iron sheath will drop from the ceiling, functioning as a barred door.

If a door or lock, gas will emerge from the lock into a 10' radius.

Gas is either knock out (01-45), poisonous (46-75) or acidic (76-00).

Knock out gas requires a save vs poison or the victims go comatose for 2-12 hours.

Poisonous gas requires a save vs poison every round exposed to the gas or die.

Acidic gas causes 1-6 D6 damage per round, half if a save vs breath is made. This type of gas can damage items on a failed save. A new save must be made every CON rounds.

Glyph of Warding - Cast by a priestess of D6+2 levels with a 20% bump of D2, these can be taken from Drow of the Underdark as either way-marker runes, sacred glyphs, or house defense glyphs (equal chance of each). Then roll on the appropriate list to see the exact effect.

Pit - A typical pit trap, concealed and set to open when a certain weight is put on the top. A given pit will be 2D6x10' deep. A pit will have something in it 50% of the time as per the chart below:

Roll 

Contents 

01-25 
Water 

26-85 
Spikes 

86-90 
Mold or Jelly 

91-00 
Undead 

Water will be 1-50% of the total depth of the pit. Water will quarter all damage but presents possible drowning problems.

Spikes will cause D6 damage per spike and a size M creature will land on D6 of them. They attack as 10th level warriors and only body armour AC (and magical protection) counts. Size S creatures will hit half as many, Size L twice as many, and so on. Allow a 10% chance spikes are poisoned. These will be lethal poison and will require a save for each spike that causes damage!

Mold or jelly involves a harmful growth that has been cultivated at the pit bottom. The DM can determine the exact nature of the mold or jelly. Yellow mold, ochre jelly, green slime, and any other jelly or ooze that cannot climb sheer walls are suitable.

Undead will be those that do not require food to survive. This will be D12 skeletons (01-50) or D8 zombies (51-00)

Poison Needle - There is a 50% chance the needle is still poisoned in an active or recently inhabited room, 5% otherwise. An unpoisoned needle does nothing but give a slight prick. A poisoned needle will have drow sleep poison (01-15) or lethal poison (16-00).

Portcullis - These traps involve a trip that drops a drow metal portcullis behind the party, blocking the way back. If this is in a room, a portcullis will drop over every non-secret door exit. These require either a bend bars roll or a lift gate roll or a Knock spell.

Scything Blade - The trap triggers a great sickle shaped blade that slashes across the doorway or the lock area. The blade does 3-18 damage and attacks as an 8th level warrior and, on a critical, severs a limb as appropriate.

Such blades are only poisoned 5% of the time, and in this case is coated with a lethal venom.

Spear - D3 spears shoot from holes in the walls and attack the victim(s). They strike as if thrown by a D12 level warrior and do normal spear damage plus 4 points from force (i.e. STR). Spears are poisoned 15% of the time in an active or recently active chamber and 5% in an abandoned chamber. All spear poison is lethal.

Stone Block - A stone block crashes down from the roof into the hallway. The stone is usually 10' square and those under it must make a DEX roll or be crushed. Those crushed must save vs death or die, otherwise they suffer 3D10 damage (which may kill them anyways). In any case, a massive stone now blocks the entire passageway, possibly splitting up the party.

If the party splits up, read the Split Up entry under the Features listing.

Features Listing:

Empty Chambers - Good places for the party to rest. Roll D6 for the number of exits from the chamber. For each exit (including the one the party wishes to go through), allow a 65% chance that the exit has a door. Allow a 15% chance any door is a secret door. Allow an 85% chance that a door has a lock. Allow a 5% chance a door has a trap and a 2% chance an open exit has a trap.

Inhabited Chamber - Roll D6 for the number of exits from the chamber. For each exit, allow a 65% chance that the exit has a door. Allow a 15% chance any door is a secret door. Allow an 85% chance that a door has a lock. Allow a 5% chance a door has a trap and a 2% chance an open exit has a trap. Roll on the wandering monster chart to determine the inhabitants. If circumstances dictate that every door to the chamber is locked and the monster rolled could not possibly open locks, then the DM should declare one exit to be unlocked. Similarly, if the creature inhabiting the chamber is incapable of opening doors or entering and exiting the chamber in the first place, then the DM should make one exit open with no door or rule that the door is wedged open.

If the inhabitants can open locked doors and a door is a key lock, allow a 15% chance the inhabitants have a key to open it. Inhabitants that are intelligent generally know about all secret doors, traps, and hidden mechanisms within their chamber.

Any treasure possessed by the occupants is up to the DM.

Laboratory - Laboratories have D3 exits. For each exit, allow an 85% chance that the exit has a door. Allow a 25% chance any door is a secret door. Allow an 95% chance that a door has a lock. Allow a 15% chance a door has a trap and a 5% chance an open exit has a trap.

A laboratory is abandoned (01-50) or in use (51-00).

Abandoned laboratories will have 2D6-2 magical potions, but on a 01-15 the potion is actually a lethal poison and on a 16-30 the potion is a Potion of Delusion. Otherwise, roll randomly to determine the nature of the potion.

Active laboratories will have 2D6-2 magical potions, but on a 01-05 the potion is a lethal poison and on a 06-10 the potion is a Potion of Delusion. Such laboratories will also have drow sleep poison 50% of the time in D20 vials.

All laboratories have guardians 50% of the time.

Library - Libraries have D3 exits. For each exit (including the one the party wishes to go through), allow an 85% chance that the exit has a door. Allow a 25% chance any door is a secret door. Allow an 95% chance that a door has a lock. Allow a 15% chance a door has a trap and a 5% chance an open exit has a trap.

A library is abandoned (01-50) or in use (51-00).

Abandoned libraries will have 1D6-1 magical scrolls. Allow a 5% chance any scroll is cursed. Roll randomly to determine the type of scroll. They will also have wizard spell books and scrolls with wizard spells scribed on them. There will be 2D6 such spells available. The level of each spell is determined by rolling 1D4 with a 25% chance of a bump of 1.

Active libraries will have 2D6-2 magical scrolls. Allow a 5% chance any scroll is cursed. Roll randomly to determine the type of scroll. They will also have wizard spell books and scrolls with wizard spells scribed on them. There will be 3D6 such spells available. The level of each spell is determined by rolling 1D4 with a 25% chance of a bump of 1.

All libraries have guardians 35% of the time. No library guardians will use flame or water powers. If such a guardian is rolled, reroll.

Meeting Chamber - These are out of the way chambers used by various drow factions in the temple to conduct covert meetings and plan operations. For example, a drow priestess who has secret loyalties to one of the noble houses might meet with an agent from the noble house in one of these chambers.

Meeting chambers are assumed to be active. The inactive ones are basically simply empty chambers with secret doors. Meeting chambers have D2 exits. Each exit has a door 90% of the time and each door is a secret door 85% of the time. Each door is locked 80% of the time and trapped 25% of the time.

A meeting chamber that is not warded by a secret door will be empty unless in use, as no sane drow would leave evidence of meetings behind in a non-secret room.

A meeting chamber with all secret exits will have evidence left behind 50% of the time. Such evidence is likely of little use to the party, but might include maps of the vault, of the city, of buildings within the city, of passageways outside of the city, ledgers, correspondences, etc.

Any meeting chamber is in use at the time 5% of the time. If a meeting chamber is in use, there will be two parties here. The first will be drow priestesses and their entourage (use the Drow Priestess entry from the Elf, Drow encounter on the Vault Encounter Table). The second will be a random drow party (roll on the drow table of the Elf, Drow encounter on the Vault Encounter Table). This means the party could come across two separate parties of priestesses in meeting. Guards and slaves might be both outside and inside of the chamber. If a meeting is in progress, at least one party will have keys to the room if keys are indicated.

Prison - These are generally small complexes. They have D2 entrances into the complex. They have D20 cells. A cell can be small (01-50) holding perhaps a single occupant or two, or large (51-00) holding many occupants or fewer larger creatures.

Cells can be bars (01-50) or rooms (51-00). In general, all the cells in a given complex will be of one type or the other. Bars are thick, drow metal, and usually have no more than 3 inches of space between them. Rooms have a sturdy drow metal door usually with a peep window that can be closed from the outside and a food slit at the bottom 2 inches tall and also closable from the outside.

Cells might have shackles or crude beds. Active cells might have ratty pallets. Buckets for food and waste might also be present.

There will usually be a chamber for the gaolers nearby.

There will be a Torture Chamber (see below) attached to the complex 25% of the time. The torture chamber will be of the same inhabited status as the prison complex (i.e. either abandoned or active).

A prison chamber is either abandoned (01-50) or active (51-00).

Abandoned prison chambers probably have bones and old items and nothing else. Assume a 50% chance each cell is locked by a key lock. There is no key around.

Active prisons will have gaolers. Roll on the wandering monster table until a suitable gaoler race is determined. The gaolers have the keys to the cells.

An active prison cell is occupied 25% of the time. Empty active cells are unlocked. Occupied active cells are always locked. To determine the occupant of a cell, roll on the table below:

Roll 

Occupant 

01-35 
Roll on the Wandering Monster Table 

36-70 
Roll on the Slave Table in the Vault Encounter Section 

71-99 
Roll on the Vault Column of the Vault Encounter Section 

00 
Special (DM's choice, should be special like a deva or lammasu) 

Reroll occupant results that make no sense (i.e. shriekers).

Shrine - These chambers have D6 exits. Such exits have doors 50% of the time. Such doors are secret 10% of the time. All doors are locked 50% of the time. All exits are trapped 35% of the time.

Shrines are either abandoned (01-50) or active (51-00).

All shrines are dedicated to Lolth (01-95) or some other god (96-00). The other god dedicated is usually a Maug.

An abandoned shrine will usually include an old altar to the dedicated god, with gems or precious metals 10% of the time. Abandoned shrines have guardians 25% of the time. Abandoned altars are trapped 25% of the time.

An active shrine will include an altar to the dedicated god that is generally adorned with precious gems and metals. Altar service pieces are usually present. Active shrines have guardians 50% of the time. Active altars are trapped 50% of the time.

There is a 5% chance that an active shrine has a worship service occurring. In this case, a ritual sacrifice might be taking place, or chanting and liturgy might be going on. If the shrine is dedicated to Lolth, the DM should use the Drow Priestess entry from the Elf, Drow encounter on the Vault Encounter Table to generate the clergy present (and their bodyguards) and then 2 more random Elf, Drow rolls on the Vault Encounter Table to determine the audience.

If the shrine is not dedicated to Lolth, the service will be drow originated (01-50), in which case generate drow as above, or slave originated (51-00), in which case a roll should be made on the Wandering Monster Chart and nonsensical results ignored. Note that a slave originated service could take place without any clergy being present, though if it makes sense (e.g. bugbears) allow a shaman to be present leading the service.

Stairs Down - Same as Stairs Up, but descending a level.

Stairs Up - Stairs ascending to the next level. Trapped 10% of the time. Warded by guardians 15% of the time.

Storeroom - Roll D3 for the number of exits from the chamber. For each exit, allow a 95% chance that the exit has a door. Allow a 15% chance any door is a secret door. Allow a 75% chance that a door has a lock. Allow a 10% chance a door has a trap and a 2% chance an open exit has a trap.

Storerooms are either abandoned (01-50) or in use (51-00). Abandoned storerooms are likely to have items that are rotted or unusable. In use storerooms are likely to have usable items. Roll on the table below to determine the general nature of the storeroom:

Roll 

Stores 

01-25 
Foodstuffs 

26-50 
Water 

51-55 
Alcohol 

56-65 
Armour 

66-75 
Weaponry 

76-96 
Mundane Items 

96-00 
Exotic Materials 

No armour will be magical, as it is not regularly exposed to the drow radiations. However, much of it might be elf sized drow metal elven chainmail. Some armour might be fitted for other races, and some might include armour captured from other races.

Weapons will generally be drow type weapons or weapons favoured by slave races. None of them will be magical.

Mundane Items include spidersilk rope, candles, coal, incense, cloth, clothing (including, possibly, drow cloaks and boots), etc.

Exotic Materials might include carved bones, flayed flesh, etc.

Summoning Chamber - These chambers have D3 exits. Such exits have doors 85% of the time. Such doors are secret 25% of the time. All doors are locked 75% of the time. All exits are trapped 50% of the time.

A summoning chamber is either abandoned (01-50) or active (51-00). Abandoned chambers have the remains of magical circles etched into the ground and perhaps some broken pedestals and the like.

Active chambers bear intact magical inscriptions and circles on the floor and intact pedestals set around the chamber.

An active summoning chamber will have drow priestesses present 5% of the time. Use the Drow Priestess entry from the Elf, Drow encounter on the Vault Encounter Table.

If a priestess is present allow a 50% chance and if not allow a 5% chance that an extra-planar being is trapped in the chamber. It is up to the DM to determine the nature of the creature and how it will react to the party.

Torture Chamber - These chambers are active (01-50) or abandoned (51-00). Roll D3 for the number of exits from the chamber. For each exit, allow a 65% chance that the exit has a door. Allow a 15% chance any door is a secret door. Allow a 65% chance that a door has a lock. Allow a 5% chance a door has a trap and a 2% chance an open exit has a trap.

Within is torture equipment, the condition depending upon whether the place is in use or not. If in use, allow a 15% chance that torture is taking place. Roll on the Wandering Monster Chart to first determine the torturer (if the result is nonsensical, roll again) and then on the prison cell occupant table above to determine who is being tortured.

An abandoned torture chamber has a 5% chance of being haunted by some undead spirit:

Roll 

Haunting Spirit 

01-20 
Wraith 

21-40 
Poltergeist 

41-70 
Haunt 

71-80 
Spectre 

81-90 
Ghost 

91-00 
Other (e.g. Casura, Ker, Feyr, etc.) 

Trap - A trap in a hallway.

Treasure Cache - These are generally secret stashes used by various clergy or factions to hide wealth. Some may even be ancient forgotten caches left by long dead priestesses. All caches are, by definition, hidden behind a secret door. Such doors are always locked. Such doors are trapped 90% of the time. They generally lead to a small hallway that is trapped 75% of the time. The hallway leads to a chamber that is blocked by a door 85% of the time. This door is always locked and trapped.

Within the chamber proper is treasure. There is a trap in the chamber 50% of the time. There is a guardian 50% of the time.

The exact nature of the treasure is left to the DM or to random rolls. The DM can have coins loose on the floor or in chests that might be locked and/or trapped. While further tables could be presented generating chests and traps and the like, there is enough dice rolling involved with this section already and so the DM will have to adjudicate the treasure. A well-prepared DM can have a few pre-determined treasure caches written up just in case.

Well - Well rooms have D2 exits. These have doors 50% of the time and are never trapped or locked. Wells are either wet or dry. All wells are D3x10' in diameter and D10x20' deep. Dry wells are without water and usually old and dusty. Wet wells are filled D00% with water. The water is either potable (01-50), sickening (51-90), or poisonous (91-00). Wells are usually filled with water that runs down the stalactite and is collected into the well by tiny channels cut into the dungeon walls.

Sickening water will necessitate a save vs. poison or lose D6 STR and CON for D20 hours or until a Neutralize Poison spell is cast. Poison water requires a save vs. poison or death results. Onset time for both is D6 rounds.

Multiple Features - Reroll on the features table twice. This result can be obtained multiple times, resulting in more and more features encountered in a single turn. Obviously, the DM can impose an upper limit on encounters in a single turn, or he can combine features. For example, if 3 features are indicated, a laboratory, a hallway trap, and stairs up, the DM can rule that the hallway approaching the laboratory is trapped. The lab has a set of stairs within it heading up.

Split Up - If the party splits up and travels in different directions, the DM must generate separate dungeons for each. Secretly, the DM should roll a feature rendezvous roll. The rendezvous roll will determine the feature the party will eventually meet at. The DM should then roll for both party groups until one rolls the rendezvous roll. Once that occurs, then the DM should assume that the other group meets the same turn.

The Lower Temple Hollow:

Refer to the Lower Temple Hollow map for details.

This hollow holds the Lower Temple of the Fane as well as the barracks for the priesthood. It is here that most devout non-noble drow come to worship or give obeisance to their cruel goddess, the Maug Lolth. The main entrance into the hollow is from the massive set of stairs that winds around the column base and reaches the mouth of the hollow. In addition, many stairs ascending from the dungeons arrive at various places here.

The ceiling of this hollow ranges from 50' at its edges to over 80' at its apex.

The key locations of the Lower Temple hollow are described below. However, specific maps of each building are not presented here. It is assumed that, like the Dungeon Levels, the Lower Temple is not the goal of the party but rather and obstacle to overcome on their way to the High Temple.

Wandering Monsters:

Refer to the following table when rolling for wandering encounters within the Lower Temple hollow. The same tables can be used for encounters within specific buildings, and provisions are made for this in the tables.

Encounters will occur on a 1 in 6 chance checked once per ten rounds. If an encounter is indicated, roll a D12 and on a 1 a second encounter is met in the same 10 round period. Keep rolling a D12 until a 1 is not rolled, and for every consecutive 1 rolled, another encounter occurs in that 10 round period.

Roll 

Encounter 

01-35 
Elf, Drow 

36-60 
Slave Race 

61-85 
Spider 

86-90 
Tanar'ri 

91-00 
Undead 

Elf, Drow - These are functionaries (01-35), soldiers (36-70) or priests (71-00).

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.

Functionaries are 2D6 normal drow who generally dwell and work in the Administrative Buildings (area 3).

Soldiers are temple guards and hail generally from the Barracks (area 2). Assume an encounter will be with 1-12 level 3 warriors led by a leader of level D4+2 with a 15% chance of a bump of D3. Allow a 10% chance each that the leader has the rogue class or the wizard class. It is possible for the leader to have all three classes. Multiclassed leaders will be of the same level in their other classes as they are warrior.

Soldiers will have warrior slaves 50% of the time. Use the table below.

1-8 bugbears (01-50)
2-8 quaggoth (51-75)
1-4 ogres (76-90)
1-2 trolls (91-00)

Priestesses will include 1-6 priestesses of D6 levels with a 15% bump of D2 levels.

These will be accompanied by warrior slaves all the time and servitor slaves 50% of the time. For warrior slaves, refer to the patrol slave chart (see above). For servitor slaves, these will be:

2-12 goblins (01-50)
2-8 kobolds (51-70)
1-6 humans (71-80)
1-4 blinded duergar (81-90)
1-3 blinded deep gnomes (91-00)

The group will include drow female bodyguards 50% of the time. These bodyguards will include 2-20 warriors of level 3 led by a commander level D4+1 warrior with a 15% bump of D2. The commander will be a wizard of the same level as well 15% of the time.

Slave Race - Roll on the table below:

Roll  Result 
01-25  Bugbear (2-16) 
26-50  Goblin (2-12) 
51-55  Kobold (3-12) 
56-65  Ogre (1-10) 
66-68  Orc (1-10) 
69-80 Quaggoth (2-12) 
81-90  Troglodyte (2-12) 
91-93  Troll (1-3) 
94-96  Duergar (1-6) 
97-98  Human (1-8) 
99-00  Other (varies) 

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.

Spider - Refer to the following table:

Roll  Spider 
01-25  Hairy Spider 
26-50  Large Spider 
51-75 Huge Spider 
76-85  Giant Spider 
86-89  Gargantuan Spider 
90-93  Phase Spider 
94-97 Sword Spider 
98-00  Wraith-Spider 

Hairy Spider (1-20) (AC 8, MV 12 wb9, HD 1-1, hp 3 ea, THAC0 20, #ATT 1, D 1, SA poison (save vs poison at +2 or AC and to hit rolls are reduced by 1 and DEX is at -3 for DEX checks, onset time of 1 round and effect lasts 2-5 rounds), attach (+5 to hit once attached to a victim), SD 40% of these can detect invisibility on a 4 in 6 check once per round, AL NE, XP 65 ea, Source: Monstrous Manual)

Large Spider (2-20) (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)

Huge Spider (1-12) (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)

Giant Spider (1-8) (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)

Gargantuan Spider (1-3) (AC 4, MV 9 wb12, HD 8+8, hp 59 ea, THAC0 11, #ATT 1, D 2-12, SA silent (-5 to opponent surprise rolls), web (shoot strands 20' to bind a foe, attacks AC 10 and substitute's for melee attack, victim caught is treated as if in a Web spell), poison (save vs poison at -2 or fall into a coma for 2D4 turns), SD flatten (becomes 80% undetectable), webs (form traps and shapes), AL CE, XP 3000 ea, Source: Monstrous Manual)

Phase Spider (1-4) (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)

Sword Spider (1-3) (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)

Wraith-Spider (1-4) (AC 5, MV 15 wb18, HD 3+2, hp 26 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)

Tanar'ri - 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

Undead -Refer to the table below:

Roll 

Undead 

01-10 
Ghoul 

11-20 
Shadow 

21-40 
Skeleton 

41-50 
Skeleton, Monster 

51-55 
Spectre 

56-65 
Wight 

66-70 
Wraith 

71-90 
Zombie 

91-00
Zombie, Monster 

All undead are under the command or service of the temple and will attack intruders on sight.

Ghoul (2-24) - 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)

Shadow (2-20) -These creatures have little fear of bright lights amongst the drow.

Shadow (AC 7, MV 12, HD 3+3, hp 21 ea, THAC0 17, #ATT 1, D 2-5, SA strength drain (each hit drains 1 STR point for 2-8 turns, humans or humanoids brought to 0 hp or 0 STR become shadows, non-humans simply collapse), SD +1 weapons to hit, undead immunities, AL CE, XP 420 ea, Source: Monstrous Manual)

Skeleton (3-20) - These mindless creatures will follow their instructions unceasingly.

Skeleton (AC 7, MV 12, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-6, Weapon shortsword (Fa 1D6/1D6 kdD6), SD undead immunities, half damage from edged weapons, AL N, XP 65 ea, Source: Monstrous Manual)

Skeleton, Monster (1-6) - These operate exactly the same as normal skeletons. They are usually fashioned from the bones of ogres, bugbears, or similar large creatures.

Monster Skeleton (AC 6, MV 12, HD 6, hp 35 ea, THAC0 15, #ATT 1, D 1-10, SD undead immunities, half damage from edged weapons, AL N, XP 650 ea, Source: Monstrous Manual)

Spectre (1-6) - These horrendous spirits are almost always drow elves who have lingered due to a malign soul and an abiding anger at both life and death.

Spectre (AC 2, MV 15 fl30[B], HD 7+3, hp 59 ea, THAC0 13, #Att 1, D 1-8, SA energy drain (lose 2 points from each characteristic), SD +1 weapons to hit, undead immunities, AL LE, XP 3000 ea, Source: Monstrous Manual)

Wight (2-16) - Wights are sometimes undead drow and other times undead slaves of particularly strong will and nasty disposition.

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) - Wraiths are the spirits of drow which have been entrapped by vile sorcery or a simple hatred of life.

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)

Zombie (3-24) - These mindless creatures will follow their instructions unceasingly.

Zombie (AC 8, MV 6l HD 2, hp 10 ea, THAC0 19, #ATT 1, D 1-8, SD undead immunities, attack last in the round, AL N, XP 65 ea, Source: Monstrous Manual)

Zombie, Monster (1-6) - Created by wicked drow or zombie lords, these are often giant spiders (01-50) but can also be trolls, ogres, or other creatures (51-00). These mindless creatures will follow their instructions unceasingly.

Monster Zombie (AC 6, MV 9, HD 6, hp 37 ea, ATHC0 15, #ATT 1, D 4-16, SD undead immunities, attack last in the round, AL N, XP 650 ea, Source: Monstrous Manual)

Lower Temple Hollow Key:

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.

1. Lower Temple

This building serves as the communal worship place for the laity of the drow, meaning non-noble drow elves. The structure is shaped like a huge stone egg studded with onyx, jet, obsidian, and amethyst so that, in the mauve glow of the vault, the whole shimmers. This building is sometimes referred to as the Egg of Lolth.

The Egg of Lolth is some 50' tall and is comprised of 3 levels.

Please note that statistics are not provided for any of the inhabitants of the Lower Temple, as it is assumed the PCs will not attempt to simply hack their way through such a large population of drow. If statistics are necessary, the DM should provide them on the spot.

Assume that drow elves have +1 weaponry and armour per 3 levels or fraction thereof. Also, as servants of the most powerful faction in the city, these are well stocked with magic items.

Level One:

The lowest level is 30' tall and is accessed by a grand valve of drow metal filled with graven images of spiders, demons, and leering drow elves all bowing to Lolth.

These doors are always guarded by a troop of 8 vrock tanar'ri, four to each side of the valves. The doors are wizard locked at 8th level but are usually flung open except in times of crisis.

Beyond the valves is a great worship hall, decorated with mosaics of precious stones and frescoes wrought in phosphorescent paints and faerie fires extolling the cruelty and glory and power of Lolth. Images of yochlol abound here, reinforcing their status as the mouths and handmaidens of Lolth. At the far end of the worship chamber, past rows of pews and beneath a gallery reserved for drow temple soldiers, is the low altar to Lolth set on a raised dais.

The altar is a spectacular affair, being entirely of obsidian and showing four small drow females holding up a massive obsidian bowl while above them menaces the huge form of a black widow spider with a drow's head…the image of Lolth.

Several doors and secret doors lead from the worship chamber to various vestibules, guardrooms, slave quarters, and the living quarters or the minor functionaries of the Lower Temple.

Level Two:

This level is 10' tall and houses storerooms for the temple, minor treasuries, and the living quarters of the mid-ranked priestesses. It also houses dens for the temple's spider population.

Level Three:

This level is 10' tall and reserved for the temple main treasuries and living quarters for the temple wizard, the priestesses, and the low priestess and her succubus lover.

In all, the following can be found within the Low Temple at all times:

24 female temple guards (lvl 3 warriors)
12 female elite temple guards (lvl 4 warriors)
4 female temple guard leaders (lvl 6 warriors)
4 female temple guard mages (lvl 5/5 warrior/wizards)
1 female temple wizard (lvl 7/7 wizard/priest)
16 female initiates (lvl 1 priests)
12 female acolytes (lvl 2 priests)
6 female adepts (lvl 3 priests)
3 female priestesses (lvl 5 priests)
1 female low priestess (lvl 9/8/8 priest/warrior/wizard)
24 large spiders
12 huge spiders
8 giant spiders
24 bugbears
12 ogres
1 succubus (in male form)

2. Temple Barracks

This largish building is home to the main fighting force of the temple. This force is not designed solely to protect the temple, but rather to project the temple's power into the city or vault if necessary. The roster given here is of the entire barracks, though at any time roughly 2/3rds of the roster will be in the barracks, the rest on leave or on temple business.

Also, of note, these barracks are not much depleted by the war effort on the surface, as the purpose of this barracks has always been to maintain the balance of power in the city.

The barracks building includes 3 levels above ground and several levels below ground which eventually connect with the Dungeon Levels of the Fane.

The temple also maintains other barracks in the city.

Barracks Roster:

300 bugbears
25 troglodytes
100 ogres
25 orcs
500 goblins
100 quaggoth
30 trolls
400 male drow soldiers (normal drow elves)
200 female drow soldiers (normal drow elves)
200 male drow warriors (lvl 3 warriors)
100 female drow warriors (lvl 4 warriors)
75 mixed drow war mages (lvl 3/3 warrior/wizards)
50 elite male warriors (lvl 5 warriors)
50 elite female warriors (lvl 5/5 warrior/wizards)
15 male commanders (lvl 7 warriors)
20 female commanders (lvl 7 warriors)
5 female high commanders (lvl 9 warriors)
1 female supreme commander (lvl 12/12 warrior/wizard)
150 trained subterranean lizard mounts

Most drow soldiers are armed with short swords, javelins, and hand crossbows. Mounted soldiers also have lances, with higher level mounted soldiers bearing Death Lances.

3. Administrative Buildings

These smaller buildings house slave quarters and quarters for low level functionaries loyal to the temple or in service to the temple. These include smiths, leather workers, rothe herders, gem crafters, sculpters, etc.

Roster for these buildings include:

100 kobold slaves
50 human slaves
50 duergar slaves
200 goblin slaves
25 ogre slaves
150 drow citizens (normal drow elves, 75% male)
24 male drow soldiers (level 3 warriors)
1 male drow commander (level 5 warrior)

4. Passageway to the High Temple

This grand passageway ascends by way of massive steps to the High Temple. Spiderwebs drape the passageway, which is also adorned with faerie fired carvings and bas reliefs that become more ornate, gem-studded, and grotesque as one nears the High Temple hollow.

Both ends of the passageway are guarded.

Lower End:

This guard consists of 4 phase spiders and 12 male soldiers (level 4 warriors) led by a male commander (level 6/6 warrior/wizard). They bear alarm horns.

Phase Spiders (4) (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)

Drow Soldiers (12) (AC -1 (16 DEX), MV 13, CL Wa, LV 4, hp 37 ea, 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 +1, buckler +1, 16 DEX, proficient in buckler, 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 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:

4D20pp

Drow Commander (AC -4 (17 DEX), MV 14, CL Wa/Wi, LV 6/6, hp 39, THAC0 15, #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, 17 DEX, proficient in buckler, SA expertise in short sword (3/2 attacks per round), ambidextrous, drow powers, +2 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 62%, Spell Points (16 INT): 60, AL CE, XP 6000, Source: Drow of the Underdark)

Wizard Spells Memorized:

Magic Missile (4), Protection from Good (4), Wall of Fog (4), Charm Person (4), Magic Missile (4), Web (6), Stinking Cloud (6), Fireball (10), Bands of Sirellyn (10), Lance of Disruption (10)

Drow Powers (1/day at 6th level):

Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Detect Magic
Know Alignment

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:

6D20pp

Upper End:

This guard consists of 2 hezrou tanar'ri, 4 phase spiders and 12 female war mages (level 4/4 warrior/wizards) led by a female commander (level 6/6/6 warrior/wizard/ priestess). These all bear tokens that allow passage into the High Temple (through the Forbiddance spell).

Hezrou Tanar'ri (2) (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

Phase Spiders (4) (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)

Drow War Mages (12) (AC 0 (16 DEX), MV 13, CL Wa/Wi, LV 4/4, hp 22 ea, 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 +1, buckler +1, 16 DEX, SA expertise in short sword (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%, Spell Points (15 INT): 29, AL CE, XP 4000 ea, Source: Drow of the Underdark)

Wizard Spells Memorized:

Magic Missile (4), Grease (4), Phantasmal Force (4), Colour Spray (4), Web (6), Ray of Enfeeblement (6), 1 free cantrip

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:

8D20pp, unholy token (500gp)

Drow Commander (AC -5 (18 DEX), MV 14, CL Wa/Wi/Pr, LV 6/6/6, hp 48 (16 CON), THAC0 15, #ATT 3/2, D by weapon, Weapons footman's mace (Av 1D6+1/1D6 kdD10, +2 vs mail), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), Armour chainmail +2, buckler +2, 18 DEX, SA expertise in footman's mace (3/2 attacks per round), ambidextrous, drow powers, +2 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 62%, Spell Points [Priest/Wizard] (16 WIS/16 INT): 75/60, AL CE, XP 8000 ea, Source: Drow of the Underdark)

Priestly Powers:

Command Undead (as turning)

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)]:

Bless (4), Command (4), Cure Light Wounds (4), Invisibility to Animals (4), Hold Person (10), Aid (6), Chill Metal (6), Cure Moderate Wounds (6), Prayer (10), Summon Insects (10), Protection from Fire (10), 1 free orison

Wizard Spells Memorized:

Spook (4), Charm Person (4), Enlarge (4), Protection from Good (4), Web (6), Choke (6), Mirror Image (6), Summon Swarm (6), Lightning Bolt (10), Slow (10)

Drow Powers (1/day at 6th level):

Dancing Lights (+1 light)
Faerie Fire (+20' square)
Darkness (+4' radius)
Levitate
Know Alignment
Detect Magic
Clairvoyance
Detect Lie
Suggestion
Dispel 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 Footman's Mace +2

Scroll with Blade Barrier at 13th level

Whip of Fangs (3 heads)

Spider Mask (refer to Drow of the Underdark)

Treasure:

8D20pp, unholy token (500gp)

 

5. Spider Nest

This area is swarming with spiders. The husks of previous victims, including other spiders and slaves, litter the area. The spiders dwell in warrens that pierce the walls of the hollow and are free to wander the hollow as they deem fit. Occasionally, when Lolth shows her displeasure, she will have the spiders boil over the nest area en masse and wreak havoc on the errant drow. At other times, she causes this to happen merely for her own wicked amusement.

In total, the following roster of spiders dwells here:

4000 hairy spiders
1000 large spiders
500 huge spiders
150 giant spiders
25 gargantuan spiders
50 sword spiders
25 phase spiders
12 wraith-spiders

The DM should have anyone traversing this area encounter ever increasing numbers of arachnids.

6. Lolth's Theatre

This is a huge octagonal amphitheatre dominated by a central dais upon which rests a massive stone carving of Lolth, inlaid with thousands of precious gems ranging from small stones to massive jewels worth many thousands of gold pieces. Two massive stone braziers flank the statue.

This place is used to hold rallies and ceremonies honouring Lolth.

The High Temple Hollow:

Refer to the High Temple Hollow map for details.

This hollow is reachable by way of one of the elevated roadways reserved for the use of the noble drow, or from area 4 in the Low Temple hollow. Only specific drow are allowed in this hollow, so it is likely the party will not be able to dupe its way through this hollow for long. Unlike the rest of the Fane, the High Temple, which is located here atop a stone mound, is fully mapped and detailed, as this is where the party will search for the tunnel leading to the surface.

The passageway from area 4 of the Low Temple hollow spirals up in 12 long loops before emerging in this hollow. Refer to the description of area 4 of the Low Temple hollow for details on the guards stationed at the top of the passageway.

The High Temple hollow is approximately 200' above the level of the Low Temple hollow ceiling. Its ceiling ranges from 50' at its edges to 100' feet at its apex.

Wandering Monsters:

Refer to the following table when rolling for wandering encounters within the High Temple hollow.

Encounters will occur on a 1 in 6 chance checked once per ten rounds. If an encounter is indicated, roll a D12 and on a 1 a second encounter is met in the same 10 round period. Keep rolling a D12 until a 1 is not rolled, and for every consecutive 1 rolled, another encounter occurs in that 10 round period.

It should be of particular note that slave races are not allowed in the High Temple hollow unescorted.

Roll 

Encounter 

01-45 
Elf, Drow 

46-75 
Spider 

76-90 
Tanar'ri 

91-00 
Undead 

Use the information provided in the Lower Temple Hollow section for the above encounters, except that drow functionaries are replaced by drow priestesses (01-50) or drow nobles (51-00).

Drow nobles can be generated using the entry for drow nobles under the elf, drow entry of the Vault Encounter table.

Drow priestesses generated are at an additional +10% chance of a bump. Most of these are priestesses from the city or visiting from other drow locations outside of the vault making their pilgrimages to this unholy site.



Return to the Contents Page

Proceed to the next page
Return to the previous page