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

ZONE C:

WANDERING MONSTERS:

Consult the following tables. There is a table for each passage type present in the zone (usually types B, C, and D). The table should be checked for once per square of travel on the Entrance to the Underdark map or once per 3 hours if encamped. Encounters will occur on a 1 on a D6. If a 1 is rolled, the DM should immediately roll again, and if another 1 is indicated, it means a second encounter occurs within that square or time period. The DM should keep rolling and accruing encounters until a 1 is not rolled. Multiple encounters may either be combined into a larger more intricate encounter, or may be spaced apart at any interval the DM wishes. Otherwise, a simple percentile die roll can determine how far into the square or hour the next encounter(s) occur.

Roll 

Type B Encounter 

01-03 
Bainligor 

04-09 
Bat, Common 

10-14 
Bat, Large 

15-18  
Bat, Huge 

19-24 
Beetle, Giant, Fire 

25 
Beholder-kin, Death Kiss 

26 
Beholder-kin, Director 

27-29 
Bi-Nou 

30-33 
Cave Fisher 

34-36 
Dragon-kin, Albino Worm 

37-40 
Dwarf, Duergar 

41 
Elemental, Earth-kin, Pech 

42-44 
Fungus, Gas Spore 

45-48 
Meazel 

49-52 
Lizard, Subterranean 

53-58 
Myconid 

59-68 
Rothe, Deep 

69-71 
Scorpion, Large 

72-74 
Scorpion, Huge 

75-76 
Scorpion, Giant 

77-78  
Slug, Giant 

79-85 
Roll on the Table for Type C passages 

86-91 
Roll on the Table for Type D passages 

92-95 
Roll on the Table for Zone B 

96-98 
Roll on the Table for Zone D 

99-00  
Roll on the Table for Zone A 


Roll 

Type C Encounter 

01-06 
Bat, Common 

07-11 
Bat, Large 

12-15 
Bat, Huge 

16-19 
Bi-Nou 

20-23 
Centipede, Tunnel 

24-26 
Fungus, Ascomoid 

27-29 
Fungus, Phycomid 

30-36 
Wall-Walker 

37-42  
Gargoyle 

43 
Mist, Vampiric 

44-48 
Myconid 

49 
Neo-otyugh 

50-51 
Ooze, Olive Slime 

52-53 
Ooze, Green Slime 

54-56 
Otyugh 

57-60 
Pedipalp, Large 

61-63 
Pedipalp, Huge 

64-65 
Pedipalp, Giant 

66-68 
Piercer 

69-78  
Rothe, Deep 

79-85 
Roll on the Table for Type B passages 

86-91 
Roll on the Table for Type D passages 

92-95 
Roll on the Table for Zone B 

96-98 
Roll on the Table for Zone D 

99-00 
Roll on the Table for Zone A 


Roll

Type D Encounter

01-07 
Bat, Common 

08-12 
Bat, Large 

13-15  
Bat, Huge 

16-21 
Centipede, Giant 

22-26 
Centipede, Huge 

27-30 
Geonid 

31-32 
Gnome, Svirfneblin 

33-36 
Mold, Yellow 

37-38  
Noran 

39-42 
Ooze, Mustard Jelly 

43-46 
Ooze, Jelly, Stun- 

47-50 
Ooze, Ochre Jelly 

51-54 
Plant, Intelligent, Shambling Mound 

55-58 
Pudding, Deadly, Black 

59-68 
Insect, Cave Cricket 

69-71 
Umber Hulk 

72-73 
Worm, Purple Worm 

74-75 
Worm, Giant Bloodworm 

76-77 
Xorn 

78 
Xorn, Xaren 

79-85 
Roll on the Table for Type C passages 

86-91 
Roll on the Table for Type B passages 

92-95 
Roll on the Table for Zone B 

96-98 
Roll on the Table for Zone D 

99-00 
Roll on the Table for Zone A 


Bainligor (4-40) - These nomadic denizens of the underdark never lair in any location, instead wandering at large, raiding those weaker than they upon whom they come, and avoiding those stronger than they. They will certainly seek to attack any party they outnumber, at least initially, though they are easily cowed. Due to their wandering, they know many of the locations of the underdark, but are not easily convinced to give up their information, as they do not value treasure much.

Most bainligor are adults. For every 10 encountered there will be 1 elderly, 4 middle aged and 5 young. For every 20 encountered there will be 1 revered. Each revered has a 10% chance of being a spellcaster (usually a priest of some Maug, often Yeenoghu, of level 2-12).

Young Bainligor (AC 7, MV 6 jp9, HD 2+1, hp 13 ea, THAC0 19, #ATT 2, D 1-4/1-4, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 2D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), AL NE, XP 270 ea, Source: Monstrous Compendium 4)

Adult Bainligor (AC 7, MV 6 jp9, HD 4+3, hp 28 ea, THAC0 15, #ATT 2, D 1-6/1-6, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 4D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), AL NE, XP 650 ea, Source: Monstrous Compendium 4)

Middle-Aged Bainligor (AC 7, MV 6 jp9, HD 6+5, hp 36 ea, THAC0 13, #ATT 2, D 2-7/2-7, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 6D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), AL NE, XP 975 ea, Source: Monstrous Compendium 4)

Elderly Bainligor (AC 7, MV 6 jp9, HD 8+7, hp 62 ea, THAC0 11, #ATT 2, D 1-10/1-10, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 8D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), AL NE, XP 2000 ea, Source: Monstrous Compendium 4)

Revered Bainligor (AC 7, MV 6 jp9, HD 10+9, hp 70 ea, THAC0 9, #ATT 2, D 1-12/1-12, SA echolocation (unaffected by darkness, invisibility, blindness or visual illusions), chirp (1/hour against a creature in melee, causes 10D6 damage and victim must save vs paralyzation or be stunned and unable to do anything but defend at -2 to AC and no DEX bonus for 1-4 rounds, failing the save by 8+ results in permanent deafness), dodge missiles (AC 1 vs missiles if in melee, if not in melee and evading, they are only hit on a natural 20), undead immunities, AL NE, XP 5000 ea, Source: Monstrous Compendium 4)

Spellcasters have major access to the following spheres:

All (Major), Elemental Earth (Minor), Healing (Minor), Necromantic (Major), Charm (Minor), Protection (Minor)

Bat, Common (1-100) - These rodents will generally be roused by light, including even torchlight, and will likely swarm. Such a swarm puts out torches 1% per bat per round and inhibits weapon wielding (-2 to hit) and confusing spell casting (WIS roll required to cast). This is likely not dangerous unless the rout occurs coincidentally with another encounter. Otherwise, the bats will simply perch on the ceiling and the party will have to trudge through the guano on the floor.

Common Bat (AC 8 [AC 4 under ideal flying conditions], MV 1 fl24[B], HD 1/4, hp 2 ea, THAC0 20, #ATT 1, D 1, SA swarm (see above), AL N, XP 15 ea, Source: Monstrous Manual)

Bat, Large (3-18) - These large creatures are genuinely dangerous, though they will tend to go after mules and beasts of burden over humanoids. Nevertheless, a lone humanoid in distress or heavily outnumbered might be in big trouble from these beasts.

Large Bat (AC 8, MV 3 fl18[C], HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-4, SA rabies (1% chance of contraction per point of damage done), SD AC bonus of 3 when an opponent of DEX 13 or less fires a missile weapon at it, AL N, XP 35 ea, Source: Monstrous Manual)

Rabies: 1% chance of contracting the disease per point of damage done by the large bat. The disease incubates for D4+6 days. 10 days after incubation, the victim dies. During the 10 days, the victim may not eat or drink and is very irritable. If the victim is irritated (i.e. a loud noise at night) he must save vs WIS or attack those around him until killed or knocked unconscious.

Bat, Huge (1-8) - These evil mammals are certainly dangerous and will delight in attacking the party, though they can be driven off with determined resistance.

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

Beetle, Giant, Fire (3-12) - These will generally be found on the walls or floor, often chewing on rotted material. Their glowing lights mean it will be almost impossible for the party not to notice them from a distance.

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

Beholder-kin, Deathkiss (1) - There are 2 of these creatures in the service of the beholder that lairs in this area. The beholder often sends one of the deathkisses out to hunt and to scout for anything of potential interest. The deathkiss is highly intelligent, and it will not foolishly engage a strong-seeming party. However, if it can, it will try to observe for a time before reporting to the beholder. Such a report might eventually prompt the beholder to encounter the party directly (this is left to the DM's discretion).

That said, the deathkiss will certainly try to feed on victims it deems "easy pickings".

Deathkiss (AC 4/6/8, MV fl9[B], hp 76 + D8 ea, THAC0 11, #ATT 10, D 1-8 x10, SA blood drain (after a 20' long tentacle hits, it drains 2 points per round), SD energy (each point of blood drained stores as 1 point of electrical energy, which may be used to travel for 2 full turns, or to heal 1 damage to each of its 10 tentacles, its central eye, and its body 1/2 rounds at the end of the round, see below), AL NE, XP 8000 ea, Source: I Tyrant)

Hit Locations:

01-75 
Body 

AC 4 

77-84 hp 

76-85 
Central Eye 

AC 8 

6 hp 

86-95 
Tentacle Stalk 

AC 2 

6 hp 

96-00  
Tentacle Mouth 

AC 4 

6 hp 

Specific parts may be struck at -2 to hit. If the central eye is destroyed, the eye may still attack targets within 10' at no penalty due to smell and vibrations.

If a blow to the stalk does not destroy it, up to 2/round the tentacles will drain blood in a victim immediately to heal it point for point in addition to the normal draining per round.

A bend bars roll can tear a tentacle free, causing 1-6 damage to the victim.

Deathkiss can store 24 energy points in each tentacle and 50 in its body. Assume a given one starts with D20 in each tentacle and 4-40 in the body. If a tentacle is destroyed it discharges, causing 1 damage per energy point stored to whatever touched it at the time. If the body is destroyed, likewise for its energy.

Beholder-kin, Director (1-2) - The beholder has 2 directors as servants, bodyguards, and warriors. Unlike the deathkisses, they do not tend to randomly hunt about the Underdark, but they are dispatched to undertake important missions and/or scouting assignments. Often they are called upon to retrieve material components for the beholder or new slaves.

Should the directors gain surprise, DMs should take note of their improved phantasmal force ability, as they can use this to conceal themselves.

Although only of average intelligence, their master has taught them well, and these beings will not attack parties that seem too powerful for them. Their first priority will be to warn their master, and then to undertake his orders with regard to the party. The DM should, if contact is made with these creatures, read the BEHOLDER section and decide how the beholder might react.

Directors are always mounted on crawlers. Crawlers and directors meld into a single entity as shown below. When the combined creature loses half its hit points its move is cut in half and it gets 1 attack per round. Crawler stats when unmounted are given below as well.

Director (AC 4 (2 when mounted), MV fl3[A] (15 when mounted), HD 8 (12 when mounted), hp 42 (65 when mounted), THAC0 9, #ATT 2, D 2-8 / 2-8, SA eyes (see below), MR 20%, AL LE, XP 10000 ea, Source: I Tyrant)

Eye Powers:

Central - deflection (all frontal attacks suffer -2 to hit and damage is halved, +2 save vs spell from those in field of central eye)

1 - magic missile (2/round)
2 - burning hands (as spell at 8th level)
3 - wall of ice (as spell at 8th level)
4 - slow (as spell at 8th level)
5 - enervation (as spell at 8th level)
6 - improved phantasmal force (as spell at 8th level)

Unmounted Crawler (AC 2 (0 if rolled into a ball), MV 15, HD 4, hp 23 ea, THAC0 17, #ATT 2, D 2-8/2-8, SA poison (save or be paralyzed for 1-4 rounds), SD ball (curl into a ball for AC 0 but no attacks made), disoriented (-4 to hit if unmounted), AL N, XP 270 ea, Source: I Tyrant)

Bi-Nou (1) - Encounters with bi-nou in the passageways will be with lone wandering ones who are searching for a cave to make as their lair or to hunt. These will often attack wanderers, even if outnumbered. Allow a 50% chance of encountering a bi-nou proper and 50% of encountering a rockworm. Either will attack the party whatever the odds or situation.

Note the camouflage ability of the bi-nou.

Bi-nou (AC 1, MV 6, HD 5+5, hp 30 ea, THAC0 15, #ATT 2, D 1-8/1-8, SA squeeze (if both claws hit the bi-nou squeezes for 1-8 per round until the victim frees itself with a bend bars roll), camouflage (70% unnoticed underground), powers, SD powers, immune to blinding effects, immune to mind-affecting and psionic attacks, Passwall stuns them for D4 rounds, Rock to Mud kills instantly, Stone Shape casts as a Heal spell, MR 20%, AL CE, XP 957 ea, Source: Monstrous Compendium 2)

Bi-nou Powers (at 10th level, each usable 1/day): Slow, Dig, Stone Shape, Wall of Stone

Rockworm (AC -2, MV 9, HD 7, hp 41 ea, THAC0 13, #ATT 2, D 1-12/1-12, MR 20%, AL CE, XP 2000 ea, Source: Monstrous Compendium 2)

Cave Fisher (1-4) - These insectoid creatures lair in small crevices and cavelets that pockmark the walls of the passageways. The fishers will not usually attack a large well-armed party, but they are certainly apt to take turns at stragglers. They will approach from the walls and shoot their filaments down at their victim, seeking to pull him up into their lair to feed themselves and their young.

Cave Fisher (AC 4, MV 1, HD 3, hp 17 ea, #ATT 2, D 2-8/2-8, SA adhesive trapline (shoot up to 60', 20% chance of noticing the strand at 10' or less, no chance at greater distances, may only be cut by +1 or better edged weapons, strikes as 6HD monster and draws up to 400 pounds 15' per round with a STR of 18/00), AL N, XP 175 ea, Source: Monstrous Manual)

Centipede, Giant (2-24) - These scavengers are more of a nuisance than a real threat, and they are unlikely to attack en masse unless a wounded character or beast is trailing blood, which will attract them. They are also a threat should they filter into a campsite or should the party go exploring into niches and cracks in the walls.

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

Centipede, Huge (5-30) - These scavengers are more of a nuisance than a real threat, and they are unlikely to attack en masse unless a wounded character or beast is trailing blood, which will attract them. They are also a threat should they filter into a campsite or should the party go exploring into niches and cracks in the walls.

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)

Centipede, Tunnel (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 orcish, drow, and duergar mint.

Dragon, Albino Wyrm (1-3) - A handful of albino wyrms haunt this area. There were more before the deep dragon, which despises such creatures, hunted most of them down. The remainder generally hunt far to the north but occasionally a small group of them will hunt south, having forgotten that the deep dragon dwells nearby.

These creatures are intelligent but also congenitally insane and they are likely to attack on sight under most situations, looking for a good meal. They are nomadic and therefore do not tend to have treasure.

The DM should roll 3D12 and take the middle result to determine the age of the first dragon. The remaining dragons should take the lowest of 3D12 rolls.

Albino Wyrm (AC see below, MV 15 br3, HD see below, hp 6 per HD, THAC0 see below, #ATT 3, D 1-4/1-4/6-36 + see below, SA breath weapon (chilling breath as a white dragon breath but items must save vs cold or become brittle and shattering when used - see below), swallow whole (a bite of 4+ over needed to hit or a natural 20 swallows prey of lesser size, which cannot use size L or type B weapons and attack at -4 to hit and fall unconscious from lack of air in 5-20 rounds, does bite damage every round), constrict (with tail, picking up a smaller creature and crushing it for 1-8 damage and forcing armour to save vs normal blow each round), SD immune to cold, MR see below, AL NE, XP see below, Source: Monstrous Compendium 4)

Age 

AC 

HD 

THAC0 

Dmg

Breath 

MR 

XP 

1 

4 

1 

19 

1 

1D8+2 

Nil 

1400 

2 

2 

3 

17 

2 

2D8+3 

Nil 

3000 

3 

0 

5 

15 

3 

3D8+4

Nil 

6000 

4 

-1 

7 

13 

4 

4D8+5 

Nil 

8000 

5 

-2 

8 

13 

5 

5D8+6 

Nil 

11000 

6 

-3 

9 

11 

6 

6D8+7 

10% 

13000 

7 

-4

10 

11 

7 

7D8+8 

15% 
15000 

8 

-5 

11 

9 

8 

8D8+10 

20% 

16000 

9 

-6 

12 

9 

9 

10D8+12 

25% 

18000 

10 

-8 

13 

7 

10 

12D8+14 

35% 

19000 

11 
 -10

14 

7 

11 

14D8+16 

45%

20000 

12 

-13 

15 

5 

12 

18D8+20 

60% 

22000 

Dwarf, Duergar (2-9) - This will be a scouting patrol or hunting patrol of these evil dwarves. Should they surprise the party they are likely to use their invisibility to stalk the party, observing their numbers, manor, and trying to gauge their intentions. At least one duergar will always head to the DUERGAR OUTPOST to alert their fellows of the strangers wandering in the area. The duergar are unlikely to actually attack the party unless they happen upon a straggler or have some other intense advantage.

The duergar hate drow (despite the fact that both use spiders), and will regard surface elves as such. They hate dwarves and gnomes, regarding the latter as kin and allies of the deep gnomes.

Allow a 25% chance that any duergar are mounted upon steeder spiders.

Duergar (AC 4, MV 6, HD 1+2, hp 8 ea, THAC0 19, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), 1H spear (Av 1/r 2/4/6 1D6/1D8 kdD6), Armour chainmail, target shield, SA enlarge 1/day (2nd level), invisibility 1/day (2nd 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 420 ea, Source: Monstrous Manual)

For every 4 encountered, there will be a squad leader as follows:

Duergar Squad Leader (AC 4, MV 6, HD 2+4, hp 16 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), light crossbow (Av 1/r 12/24/36 1D6+1/1D8+1 kdD6 reduce AC by 2 at medium and 5 at short), Armour chainmail, target shield, 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)

Magic: typically a potion of healing

If 9 are encountered, the warband will be led by a warleader as follows:

Duergar Warleader (AC 2, MV 6, HD 4+8, hp 36 ea, THAC0 15, #ATT 3/2, D by weapon, Weapons warhammer (Fa 1/r 2/4/6 1D4+1/1Dd4 kdD8 +1 vs plate), short sword (Fa 1D6/1D8 kdD6), Armour platemail, target shield, SA enlarge 1/day (8th level), invisibility 1/day (8th level), surprise (-2 to opponent's rolls), specialized in short sword (+1 to hit, +2 damage), 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 1400 ea, Source: Monstrous Manual)

Magic: typically a potion of extra-healing, and a second potion (invulnerability or speed)

Steeder Spiders (AC 4, MV 12 wb12, HD 4+4, hp 27 ea, THAC0 15, #ATT 1, D 1-8, SA stickiness (when in melee, an attack to cling vs AC10 [adjusted for DEX and magic only] will cling spider to victim, suffering -2 to hit and damage and allowing automatic bite; cling may be broken with a STR or DEX roll at -10), poison (save or die), leap (240' with rider, counts as a charge), SD move on walls and ceilings at half rate with rider, AL CE, XP 975 ea, Source: Monstrous Manual)

Elemental, Earth-kin, Pech (5-20) - These good-natured creatures mine the area, looking for gems and minerals to feed their kin, usually well hidden behind walls of stones deep within the walls of the underdark. Those encountered wandering are male mining parties. These are wary creatures, but they can be parleyed with and even befriended by good-natured persons who approach them carefully. The pech will not actively aid the party against any foes, though they might help them if they happen upon the party under attack or being chased.

The pech can, however, be a good source of material components, as they will have access to many gems and will trade these in exchange for food (which they can consume), wine, clothing, and any other "exotic" items that they cannot obtain from their labours.

Pech (AC 3, MV 9, HD 4, hp 21 ea, THAC0 17, #ATT 1, D by weapon +3, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), warhammer (Fa 1/r 2/4/6 1D4+1/1D4 kdD8 +1 vs plate), SA Stone Shape 4/day, Stone Tell 4/day, Wall of Stone (by four pech working together at 16th level 1/day), Stone to Flesh (by eight pech working together 1/day), full damage vs lithic monsters, SD immune to petrifaction, MR 25%, AL NG, XP 1400 ea, Source: Monstrous Manual)

Each pech will have D10 gems of random value, all uncut.

Fungus, Ascomid (1) - These strange puffballs will range from 5'-10' in diameter and tend to simply roll around until they contact a warm-blooded creature into which it may spray its spores.

Ascomid (AC 3, MV 12 max (rolls at 3 for the first round and +3 each round thereafter), HD 6+6, hp 36 ea, THAC0 13, #ATT 1, D nil, SA knockdown (on a hit vs M or smaller), spores (shoot in a 30' stream 1' in diameter which expands into a cloud 5'-20' in diameter upon contacting anything, those within must save vs poison or die in 1-4 rounds, those who save are blinded and choked and helpless for 1-4 rounds [no shield or DEX bonuses and all attacks at +4 to hit them]), SD long piercing weapons do double damage, short stabbing weapons damage as a small creature, blunt weapons do no harm, slashing weapons do 1 point of damage, +4 save vs all magical attacks but cold and 50% damage from such attacks, immune to non-plant affecting mind-based spells, AL N(E), XP 1400 ea, Source: Monstrous Manual)

Fungus, Gas Spore (1-3) - These strange creatures will appear like a beholder or beholder-kin 90% of the time at ranges of greater than 10' and will even be mistaken for such at closer than 10' 25% of the time. They will be drawn towards the party in an attempt to infect them with spores.

Gas Spore (AC 9, MV fl3[A], HD 1/8, hp 1, THAC0 20, #ATT 1, D special, SA explode (damage causes the spore to explode in a 20' r causing 6D6 damage or half if a save vs wands is made), infect (touch causes infection by spores, killing its victim in 24 hours without a Cure Disease, after which time 2-8 small spores will emerge and inflate), AL N, XP 120 ea, Source: I Tyrant)

Fungus, Phycomid (1-4) - Phycomids are mindless and will attack all warm-blooded creatures that come within range (D6+6'). Because of their short range, phycomids are better able to attack when hidden in niches or amongst mineral structures.

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

Gargoyle (2-16) - These evil creatures prowl the Underdark seeking to kill and torture any sentient beings they can safely lay their hands on. This will likely include the party unless severely outnumbered.

Allow a 20% chance that 2-8 margoyles are also with them, leading them. If this is the case, the margoyles will likely lead the assault by ambush, springing from camouflage out of the sides of the passageway.

Gargoyle (AC 5, MV 9 fl15[C], HD 4+4, hp 26 ea, THAC0 15, #ATT 4, D 1-3/1-3/1-6/1-4, SD +1 or better weapon to hit, AL CE, XP 420 ea, Source: Monstrous Manual)

Margoyle (AC 2, MV 6 fl12[C]. HD 6, hp 33 ea, THAC0 15, #ATT 4, D 1-6/1-6/2-8/2-8, SA blend into stone (80%), SD +1 or better weapon to hit, AL CE, XP 975 ea, Source: Monstrous Manual)

Geonid (2-12 or 1D6x10+20) - These reclusive creatures are generally (95%) encountered in hunting parties of 2-12. There is a 5% chance however that the party has stumbled onto or near a lair with 30-80 individuals.

Hunting parties will generally leave the party alone, though they are fond of horse and mule flesh (though they rarely if ever encounter such beasts) and will possibly (25%) attack the creature or threaten the party unless they turn over a mule or horse. Roughly 10% of the geonids can speak common, and at least 1 in every group can do so. Should the geonids not wish to interact with the party and should they surprise them, they will simply retreat into their shells and will likely appear as nothing but a group of boulders at the side of the passageway.

Geonid lairs are well-hidden caves near to the passageway. The lairs can appear deserted at a moment's notice by having all the geonids go under their shells. In this case the lair will appear to be a boulder-strewn cavern which has a strange central boulder that has several chipped boulders and oddly shaped stones set atop it as if some sort of crude shrine. Offerings of coins and gems and ingots lie around the shrine (assume 3D6 each of cp, sp, ep, gp and pp of underdark mintings as well as 1D100 coins worth of ingots and nuggets of copper, silver, and gold, also allow a 50% chance of D6 gems worth D6x100gp each).

The geonids in the lair will likely remain hidden unless they believe they are about to be discovered. If the party seems strong, they will even allow their treasure to be taken.

A lair will have small children equal to about half the number of adults. These are shell-less and ride around in their mother's shell, so they will normally never be seen by the party. Every lair will have a priest, which has no spells but is a tougher being that leads the group. The priest will always speak Common.

Geonid (AC -2, MV 6, HD 2, hp 11 ea, THAC0 19, #ATT 1, D 1-8, SA surprise (-4 to opponent surprise roll), AL CN, XP 65 ea, Source: Mystara Monstrous Compendium)

Geonid Priest (AC -2, MV 6, HD 4, hp 22 ea, THAC0 17, #ATT 1, D 2-12, SA surprise (-4 to opponent surprise roll), AL CN, XP 175 ea, Source: Mystara Monstrous Compendium)

Gnome, Svirfneblin (5-8) - These will be small mining parties of males, usually looking or tracking rich veins of ore or gems to take back to their cities deeper beneath the earth. These gnomes are very cautious and wary, for they are despised and hated by both the duergar and the drow and nearly every other subterranean race as well. They have little experience with humans, and most have never even seen one before the war with the Deceiver.

That said, these persons are neither evil nor malicious, and they can be treated with if the party proves itself trustworthy, kindly, and to be implacable enemies of the drow and duergar.

Should the party gain the trust of the gnomes, they will still almost certainly never bring the party to their well-hidden lairs (which are likely to be quite far away as well). They may, however, give the party directions and might offer advice for trade gems and minerals with the party for wooden items, which are quite rare here.

Svirfneblin (AC 2, MV 9, HD 3+6, hp 27 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), stun darts [7-10] (Fa 3/r 2/4/8 1d3 / 1D2 kdD4 save vs poison or be stunned for 1 round and slowed for 4 more), Armour mithril chainmail, SA +1 to hit with pick and dagger, +2 to hit with stun dart, Blindness 1/day, surprise 90% of the time, SD Blur 1/day, Change Self 1/day, Non-detection, freeze (in place, 60% unseen even with infravision), surprised 1 in 10, immune to illusions, phantasms, hallucinations, all saves at +3 except poison at +2, MR 20%, AL N(G), XP 420 ea, Source: Monstrous Manual)

For every 4 encountered, there will be an overseer as follows:

Svirfneblin Overseer (AC 1, MV 9, HD 4+7, hp 35 ea, THAC0 17, #ATT 1, D by weapon, Weapons footman's pick (Av 1D6+1/2D4 kdD8 +2 vs plate), dagger (Fa 2/r 2/4/6 1D4/1D3 kdD6), stun darts [7-10] (Fa 3/r 2/4/8 1D3/1Dd2 kdD4 save vs poison or be stunned for 1 round and slowed for 4 more), acid darts [7-10] (Fa 3/r 2/4/8 1D3/1D2 kdD4 +2d4 acid damage), crystal caltrops (1/1D2 sleep gas - save vs poison or fall asleep as spell but with no level limit), Armour mithril chainmail, SA +1 to hit with pick and dagger, +2 to hit with stun dart, Blindness 1/day, surprise 90% of the time, SD AC bonus, Blur 1/day, Change Self 1/day, Non-detection, freeze (in place, 60% unseen even with infravision), surprised 1 in 10, immune to illusions, phantasms, hallucinations, all saves at +3 except poison at +2, MR 25%, AL N(G), XP 650 ea, Source: Monstrous Manual)

Insect, Cave Cricket (1-8) - These creatures are not very aggressive and not much of a threat unless cornered, but their chirping does drown out all speech and vocal casting within 20'. Many experienced cave dwellers are trained to detect when the chirping of cave crickets changes tone subtly indicating a threatening creature approaching within 20' and can use this phenomenon as an early warning system.

Cave Cricket (AC 4, MV 6 hop3, HD 1+3, hp 10 ea, THAC0 20, #ATT nil, D nil, SA chirping, AL N, XP 15 ea, Source: Monstrous Manual)

Lizard, Subterranean (1-6) - These creatures are aggressive hunters, though they are smart enough instinctually to leave alone creatures that have previously given them a hard time. This is unlikely to include the party. Able to run along walls and ceilings with ease, these beasts will often drop from columns and stalactites to attack.

Subterranean Lizard (AC 5, MV 12, HD 6, hp 31 ea, THAC0 15, #ATT 1, D 2-12, SA clamp (natural 20 attack roll means both jaws have clamped for 4-24 damage and the victim suffers 2-12 every round thereafter, AL N, XP 650 ea, Source: Monstrous Manual)

Meazel (1) - These universally despised predators of the underdark are very cautious and cunning. They will never attack more than one person in combat. Instead, unless they are faced with a long straggler, they will likely attempt to pick some pockets using their thief abilities. A meazel is likely to shadow a party at a discrete distance and wait until they are relaxed or sleeping. If there is a lone guard, it may try to garrote him or her, hoping that the cord will silence his or her screams. The strangled victim will then be dragged to a quiet niche to be eaten and stripped of valuables (which would then be thrown away).

Meazel (AC 8, MV 12, HD 4, hp 21 ea, THAC0 17, #ATT 2, D 1-4/1-4 SA garrote (if the Meazel can approach from behind with surprise it can garrote, a successful hit against the head AC means the cord is around the neck and the victim will die in 2 rounds and cannot scream or vocalize though he may be able to tap or kick items nearby enough to make noise), SD thief abilities (see below), AL CE, XP 120 ea, Source: Monstrous Compendium 3)

Thief Skills:

PP 45 OL 37 FRT 35 MS 33 HS 25 DN 15 CW 88 RL 20

Mist, Vampiric (1-3) - These horrid creatures can often be sensed even before they are seen by the reek of old blood which precedes them. They are drawn to the scent of warm blood within 50' and often attack herds of rothe. They will certainly attack the party in order to feed and will do so until slain.

Vampiric Mist (AC 4 (8 when substantial), MV 12 (6 when substantial), HD 3, hp see below, THAC0 17, #ATT 1, D 1-8, SA tendril (target treated as AC 10 modified by DEX and magical plusses [but not shields] only), envelop (a hit at 4+ needed to hit means victim is enveloped and takes automatic damage each round, attacks by others do half damage to mist and victim, victim may not cast spells or concentrate), SD hit only by magical weapons, affected only by spells that affect air, lightning bolt, or magic missiles, AL NE, XP 270 ea, Source: Monstrous Manual)

Vampiric mists heal 1 hit point for every 2 points drained. They start at 1D6 points per die. When they reach maximum hit points (equal to 24 minus damage taken) they become substantial for 1D6 turns, and may be hit by normal weapons.

Mold, Yellow (1) - Yellow Mold is fairly common in damp passages and can grow rather large. In addition to its usual deadly properties, allow a 5% chance that a given colony is over 300 square feet. If so, allow a 1 in 6 chance that the colony is sentient. Should the colony be sentient, allow a further 1 in 6 chance that it has psionic powers.

Yellow Mold (normal patch) (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D n/a, SA poison spores (if touched roughly will emit spores in a 10' radius 50% of the time causing a save vs poison or death), SD vulnerable to fire, Continual Light renders it dormant for 2D6 turns, MR 20%, AL N, XP 65 ea, Source: Monstrous Manual)

Sentient patches sense creatures within 60' and may shoot spores that far, they may cast Suggestion 2/day and if cast, the victim must roll INT or less or lose 1 INT permanently, devoured by the mold.

Psionically sentient patches are immune to psionic attacks unless the creature or a comrade can communicate with plants. The mold is a 1st level Psionicist with the devotions/sciences of Mindwipe and Id Insinuation in the Telepathy Discipline and the devotion/science Psionic Sense (D100+20' range at no cost) in the Metapsionics Discipline. Its Power Score is 15 and it has D10x5 PSP.

Myconid (1-12) - These peaceful beings are generally encountered looking for exotic fungi and lichens for their king's garden. While they may be from the group living in the MYCONID GROTTO, there are many other myconid communities hidden in the area. These will tend to ignore the party unless molested.

Assume each group encountered consists of an evenly dispersed proportion of their circle. In other words, the first 5 in the group will be one of each of the 1-5HD types, beginning with the 1HD and progressing to the 5 HD. If more than 5 are encountered the same progression will be used.

Thus, if 7 myconid are encountered, there will be 2 of 1HD, 2 of 2HD, 1 of 3HD, 1 of 4HD, and 1 of 5HD. If only 3 myconids are encountered, then there will be 1 of 1HD, 1 of 2HD, and 1 of 3HD.

1HD Myconid (AC 10, MV 9, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-4, SD distress spores 1/day (alert other myconids, expands at 40' per round to a limit of 120'), poisonous skin (if eaten), AL LN, XP 65 ea, Source: Monstrous Manual)

2HD Myconid (AC 10, MV 9, HD 2, hp 10 ea, THAC0 19, #ATT 1, D 2-8, SD distress spores 2/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 2/day (ejected automatically by a dying myconid), poisonous skin (if eaten), AL LN, XP 120 ea, Source: Monstrous Manual)

3HD Myconid (AC 10, MV 9, HD 3, hp 15 ea, THAC0 17, #ATT 1, D 3-12, SD distress spores 3/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 3/day (ejected automatically by a dying myconid), rapport spores 3/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), poisonous skin (if eaten), AL LN, XP 175 ea, Source: Monstrous Manual)

4HD Myconid (AC 10, MV 9, HD 4, hp 20 ea, THAC0 17, #ATT 1, D 4-16, SD distress spores 4/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 4/day (ejected automatically by a dying myconid), rapport spores 4/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), pacifier spores 4/day (single creature to 40' save vs poison or become unable to do anything for 4 rounds), poisonous skin (if eaten), AL LN, XP 270 ea, Source: Monstrous Manual)

5HD Myconid (AC 10, MV 9, HD 5, hp 25 ea, THAC0 15, #ATT 1, D 5-20, SD distress spores 5/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 5/day (ejected automatically by a dying myconid), rapport spores 5/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), pacifier spores 5/day (single creature to 40' save vs poison or become unable to do anything for 5 rounds), hallucinatory spores 5/day (single creature, range 40', save vs poison or suffer violent hallucinations for 5 turns, see Monstrous Manual for effects of hallucinations), poisonous skin (if eaten), AL LN, XP 420 ea, Source: Monstrous Manual)

Neo-Otyugh (1) - These dangerous carrion eaters are likely to attack on sight, as they see the party as intruders and potential food. They will often be found in guano-strewn caverns languishing in the dung.

Neo-otyugh (AC 0, MV 6, HD 12, hp 59, THAC0 9, #ATT 3, D 2-12/2-12/1-3, SA grapple (for 2-4 damage and grappling effects with one or both tentacles, bite gains +2 to hit vs grappled foes, use grappled victim as a shield improving AC by 1 [and causing damage to the shield if the attack roll misses by 1] or may actively attempt to have attackers hit the shield by foregoing the 2-4 damage and attacking the grappled victim's AC, STR 18 victims may break free by struggling for 1 round, all others below 18 STR must make an open door roll), disease (bite is 90% likely to inflict a debilitating [80%] or fatal [20%] disease, SD immune to disease, never surprised, AL N, XP 5000, Source: Monstrous Manual)

Noran (1) - This strange, solitary creature will attack the party, as it is perpetually hungry and too slow moving to pass up any feeding opportunity.

Noran (AC 2, MV 3, HD 9+5, hp 57 ea, THAC0 11, #ATT 2, D 1-8/1-8, SA spit stone (up to 10 of them 60' for 2-16 damage, may spit a stone while also attacking in melee), SD double damage fro blunt weapons, not flammable like a tree (normal damage from fire), MR 30%, AL N, XP 2000 ea, Source: Monstrous Compendium 1)

Ooze, Green Slime (1-6) - Green Slime typically grows from stalactites or other low overhanging structures and drop on vibrations below them.

Green Slime (AC 9, MV 0, HD 2, hp 9 ea, THAC0 19, #ATT 0, D nil, SA slime (turns victim into green slime 1-4 rounds after the round of attachment, eats through wood (1 inch per hour), eats through metal (plate in 3 rounds), SD may be frozen, burned, or killed with a Cure Disease, immune to all other spells and weapons, AL N, XP 65 ea, Source: Monstrous Manual)

Ooze, Jelly, Stun- (1) - Stun Jelly is a lone scavenger, usually found on the tunnel walls, and will reach out a pseudopod at anyone walking nearby.

Stun Jelly (AC 8, MV 4, HD 4, hp 25 ea, THAC0 17, #ATT 1, D 2-8, SA camouflage (resembles stone and is translucent), paralyzation (save vs paralyzation or be paralyzed for 5-20 rounds), SD immune to electricity, mind affecting spells, paralyzation, and polymorph, affected by cold attacks, AL N, XP 420 ea, Source: Monstrous Manual)

Ooze, Mustard Jelly (1) - Mustard Jelly will be encountered as a solitary wanderer, always on the floor of the cavern as they cannot climb walls or ceilings. They are intelligent and seek to destroy and feed upon animal life.

Mustard Jelly (AC 4, MV 9, HD 7+14, hp 59 ea, THAC0 13, #ATT 1 or 2, D 5-20, SA translucent (difficult to see until it attacks), vapor (10' radius, those within must save vs poison or become lethargic and move at half speed for 2 rounds, effect is cumulative), divide (may divide into 2 smaller faster halves which move at 18 but each has 1/2 the hp), dissolve wood, SD impervious to normal weapons [+1 or better needed to hit] and electricity, magic missile causes it to grow (gains hp equal to damage caused), cold causes half damage, other attacks have normal effects, MR 10%, AL N, XP 4000 ea, Source: Monstrous Manual)

Ooze, Ochre Jelly (1-3) - These amoebae travel the walls and ceilings, often glistening around stalactites, sweeping the area clean of carrion and debris.

Ochre Jelly (AC 8, MV 3, HD 6, hp 30 ea, THAC0 15, #ATT 1, D 3-12, SD lightning bolt divides into one or more smaller jellies, each doing 1/2 damage, affected by fire and cold, AL N, XP 270 ea, Source: Monstrous Manual)

Ooze, Olive Slime (1-4) - Olive slime will drop from columns and stalactites and from the ceiling of passageways to attach to the back of victims, seeking to convert them into olive slime creatures. Allow a 15% chance per patch that each has 1-4 olive slime creatures linked to it. These will seek to attack the party members not affected by the slime as well as seek to protect the slime itself.

Any slime creatures encountered will be of a size (with possible species) as follows:

01-15 Tiny (Snyad, Jermlaine, Mite, Bat, Centipede)
16-50 Small (Bat, Centipede, Rothe, Duergar)
51-80 Man-sized (Drow, Troglodyte, Gargoyle, Orc)
81-90 Large (Troll, Bugbear, Subterranean Lizard)
91-97 Huge (Giant Slug)
98-00 Gargantuan (Giant Slug, Purple Worm)

Olive Slime (AC 9, MV 0, HD 2+2, hp 13 ea, THAC0 19, #ATT 0, D nil, SA drop on victim (ignores armour and negates DEX unless target is aware of its presence, contact causes a numbing poison requiring a save vs poison to notice, otherwise the slime attaches to the victim, usually at its spine, others in the area have only a 50% chance of noticing the slime attachment, in 2-8 hours the host becomes concerned with how to feed and protect its attachment and will flee friends that threaten the slime, the victim's food intake must double or the victim wastes away [10% of hit points per day rounded up and no natural healing], after D6+6 days the host changes into a slime creature), SD harmed only by acid, freezing cold, fire or Cure Disease or spells that affect plants, AL N, XP 420 ea, Source: Monstrous Manual)

Olive Slime Creature (AC 9, MV 6, HD see below, hp see below, THAC0 see below, #ATT 1, D see below, SA slime (10% chance per hit of infecting the victim with slime [as olive slime], SD harmed by acid, cold, fire, magic missiles, and plant affecting spells, immune to weapons, lightning, or mind affecting spells, green slime does 2-8 damage per round to it, AL N, XP see below, Source: Monstrous Manual)

Tiny = HD 1+2, hp 8 ea, THAC0 17, D 1-3, XP 420 ea
Small = HD 3+2, hp 18 ea, THAC0 17, D 1-4, XP 420 ea
Man-sized = HD 5+2, hp 28 ea, THAC0 15, D 2-8, XP 975 ea
Large = HD 8+2, hp 43 ea, THAC0 15, D 3-12, XP 975 ea
Huge = HD 12+2, hp 63 ea, THAC0 13, D 4-16, XP 2500 ea
Gargantuan = HD 16, hp 81 ea, THAC0 13, D 4-24, XP 2500 ea

Otyugh (1) - These scavengers are not overly aggressive, being quite content to find a pile of bat guano to roll around in. Nevertheless, they can be dangerous if surprised, but for the most part they are content to travel the main passages scooping up the dung left from rothe or lizards.

Otyugh (AC 3, MV 6, HD 7, hp 36 ea, THAC0 13, #ATT 3, D 1-8/1-8/2-5, SA grapple (for 2-4 damage and grappling effects with one or both tentacles, bite gains +2 to hit vs grappled foes, use grappled victim as a shield improving AC by 1 [and causing damage to the shield if the attack roll misses by 1], STR 18 victims may break free by struggling for 1 round, all others below 18 STR must make an open door roll), disease (bite is 90% likely to inflict a debilitating [80%] or fatal [20%] disease, SD immune to disease, never surprised, AL N, XP 975 ea, Source: Monstrous Manual)

Pedipalp, Large (1-4) - These scavengers, which range in size from 1' to 4' long, feed on vermin and the like and are dangerous only inasmuch as the part might surprise or disturb them.

Large Pedipalp (AC 7, MV 12, HD 1+1, hp 6 ea, THAC0 19, #ATT 1, D 1-8, SD immune to poisons, acids, and noxious vapours, AL N, XP 35 ea, Source: Drow of the Underdark)

Pedipalp, Huge (1-4) - These creatures are more dangerous than their smaller cousins and also possess pincers. They will seek man-sized prey aggressively.

Huge Pedipalp (AC 4, MV 12, HD 2+2, hp 14 ea, THAC0 19, #ATT 3, D 1-6/1-6/1-8, SA grip (if a pincer hits, the Pedipalp may grab the victim with both pincers, doing 2-12 per round and, if choosing to bite him, gaining a +6 to hit; may be broken with a bend bars roll), SD immune to poisons, acids, and noxious vapours, AL N, XP 175 ea, Source: Drow of the Underdark)

Pedipalp, Giant (1-2) - These horrors are extremely aggressive and unafraid of most anything.

Giant Pedipalp (AC 2, MV 6, HD 4+4, hp 28 ea, THAC0 15, #ATT 3, D 1-8/1-8/2-8, SA grip (if a pincer hits, may use both to grip victim, causing 2-16 damage per round and allowing an automatic bite; requires a bend bars roll to break, or if attacked it will break the grip on a 1 in 12 [2 in 12 if the attack hits], noxious gas (3/day may spray in a 20' radius requiring a save vs poison or suffer muscle spasms for a -3 to hit), SD sever pincer (pincer may be severed by targeting AC 0 and doing 20 damage, these hp are separate from the normal hp), AL N, XP 650 ea, Source: Drow of the Underdark)

Piercer (3-18) - These dangerous gastropods will almost certainly drop down on the party. In any group the size of the piercers will be evenly divided amongst the categories, starting with the smallest for remainders.

1HD Piercer (AC 3, MV 1, HD 1, hp 6 ea, THAC0 19, #ATT 1, D 1-6, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 35 ea, Source: Monstrous Manual)

2HD Piercer (AC 3, MV 1, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 2-12, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 65 ea, Source: Monstrous Manual)

3HD Piercer (AC 3, MV 1, HD 3, hp 18 ea, THAC0 17, #ATT 1, D 3-18, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 120 ea, Source: Monstrous Manual)

4HD Piercer (AC 3, MV 1, HD 4, hp 24 ea, THAC0 17, #ATT 1, D 4-24, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 420 ea, Source: Monstrous Manual)

Plant, Intelligent, Shambling Mound (1 or 15% 1-3) - These creatures are solitary in nature, but in the Underdark, where suitably damp places are rarer than in marshes of the surface world, they sometimes can be found in what can loosely be called a group. Such a group would never cooperate with each of its members directly, but they might emerge from their lairs to attack the same party. If more than 1 is found it will always be in a damp cave, often musty with other molds and fungi. They tend to favour feeding on shriekers and may come to the sound of one being set off in the vicinity.

If found in a passageway, it will most often be a single shambler, searching for a suitable lair or for food.

Shambling Mound (AC 0, MV 6, HD 8-11, hp 48-66 ea, THAC0 13/11/9, #ATT 2, D 2-16/2-16, SA surprise (if terrain suitable, opponents suffer a -3 to surprise rolls), suffocation (victim hit by both arms in the same round is entangled and suffocate in 10-40 rounds unless the creature is killed or victim makes a bend bars roll), SD immune to blunt weapons, half damage from type P or S weapons, immune to fire, half or no damage from cold, growth from lightning (+1' height and HD for each such attack), regenerate (rest in damp plant matter to heal fully in 12 hours), AL N, XP 6000-9000 ea, Source: Monstrous Manual)

Pudding, Deadly, Black (1) - Black puddings are loners and will often be found lurking high on the ceilings where they can detect the presence of the party 90' below. They will then drop on the party as they pass beneath.

Black Pudding (AC 6, MV 6, HD 10, hp 52 ea, THAC0 11, #ATT 1, D 3-24, SA dissolve (2 inches of wood per round, chain in 1 round, plate in 2 rounds, add 1 round for each magical plus), SD immune to acid, cold, and poison, lightning and blows divide them into smaller puddings, fire and magic missiles cause normal damage, AL N, XP 2000 ea, Source: Monstrous Manual)

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

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

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

Scorpion, Large (1-6) - These scavengers, though not particularly large, are still quite dangerous and they are extremely aggressive. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D10 each of cp, sp, gp, and pp).

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

Scorpion, Huge (1-4) - These creatures will attack aggressively, for food and for territory. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D100 each of cp, sp, gp, and pp).

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

Scorpion, Giant (1-4) - These large menaces are truly deadly, and most of the denizens of the Underdark give these guys a very wide berth. The PCs however, may not be so lucky. Allow a 15% chance that the scorpion den is nearby, usually a niche or crack or small side cave. The lair has a 20% chance of containing 5-20 scorpion eggs. In addition, such a lair is likely to have bones of victims, crushed and thrashed clothing and armour, and perhaps a few oddments of coinage (D100 each of cp, sp, gp, and pp).

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

Slug, Giant (1) - These tremendous giants are always encountered solitarily and wander seeking food. It will tend to attack any party members seeking to use them to sate its voracious appetite.

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

Umber Hulk (1-4) - These horrible creatures will be encountered in groups of 1-4. If a single is encountered it is a lone male. If more than 1 is encountered, it is a female and her young (all with normal hit dice and abilities). The hulks often like to burrow near to the wall and peek out of a crack, awaiting passersby. They then burst from the wall to attack, hopefully catching victims with their gaze. If pressed, they will burrow to escape, often causing a cave-in behind them to thwart pursuers (25% chance of this per round).

Umber Hulks (AC 2, MV 6 br1-6, HD 8+8, hp 47 ea, THAC0 11, #ATT 3, D 3-12/3-12/1-10, SA confusion (anyone looking into the hulk's eyes must save vs spells or be confused as the spell), surprise (when bursting from a rock wall opponents get a -5 to surprise rolls), AL CE, XP 4000 ea, Source: Monstrous Manual)

Worm, Purple Worm (1) - This big bad boy of the Underdark often arrives alone to eat shriekers and add a bit of meat to its diet as well. The specimens most likely encountered here will be between 25' and 50' in length and about 4'-6' in diameter.

Purple Worm (AC 6, MV 9 br9, HD 15, hp 78 ea, THAC0 5, #ATT 2, D 2-24/2-8, SA swallow (a hit that hits by 4 or more means the victim is swallowed whole [can devour creatures up to 8' tall and 6' wide], swallowed victims die in 6 rounds and are digested in 2 hours, victim may cut his way out against AC 9 but juices weaken the victim for -1 damage cumulative per round), sting (tail requires a save vs poison or be slain instantly), AL N, XP 13000 ea, Source: Monstrous Manual)

Worm, Giant Bloodworm (1-4) - These beasts dwell in underground pools, so an encounter is likely to occur (95%) in or near such a body. These will attack if the pool is entered and are 50% likely to be hungry enough to attack if the pool is approached.

Giant Bloodworm (AC 4, MV 6 br1, HD 6, hp 31 ea, THAC0 15, #ATT 1, D 1-8, SA blood drain (drain 1-8 per round until removed [successful open doors roll]), SD vulnerable to fire (save at -2 and take double or normal damage), AL N, XP 420 ea, Source: Monstrous Manual)

Wall-Walker (1-2) - These creatures will be found in hunting expeditions, seeking prey to feed on for themselves and their young, which will be secreted in a nearby lair dug into the rock usually high up near the ceiling of a cavern or the passageway itself.

Wall-Walker (AC 3, MV 9 cl12, HD 6, hp 43 ea, THAC0 15, #ATT 3 or 1, D 2-12/2-12/2-8 or special, SA paralyzation (sting causes no damage but victim must save vs poison or be paralyzed for 1-6 rounds, if the sting misses the victim can strike the rear with +2 to hit), psionics (see below), surprise (-2 to opponent surprise rolls if attacked from walls or ceiling), SD psionics (see below), immune to fire, AL LE, XP 1500 ea, Source: Monstrous Compendium 2)

Psionics: Level 2 Psionicist

Power Score = 11

PSP = 80

Clairsentience Devotions = Feel Light, Feel Sound

Psychometabolism Sciences = Shadow-form

Psychometabolism Devotions = Catfall, Chameleon Power

Telepathy Devotions = Contact, Mind Blank

Xorn (1-4) - These always (90%) hungry denizens will have one of their number demand payment from the party. Payment will consist of a goodly amount of precious metals, which they can smell from 20' away. Failure to comply will result in attack by all of the xorn. The xorn will use their phase through stone ability to harass the party to no end until they acquiesce.

Xorn (AC -2, MV 9 br9, HD 7+7, hp 42 ea, THAC0 13, #ATT 4, D 1-3x3/6-24, SA surprise (-5 to victim's surprise rolls when emerging from stone), pass through stone, SD immune to fire and cold, half or no damage from electricity, phase door kills one while passing through stone, half damage from type S weapons, Move Earth flings it back 30' and stuns for 1 round, Stone to Flesh or Rock to Mud lowers AC to 8 for 1 round, Passwall inflicts D10+10 damage, AL N, XP 4000 ea, Source: Monstrous Manual)

Xorn, Xaren (1) - These strange visitors to the material plane crave magical metal, and they will demand such from passersby should they smell any within 40'.

Xaren (AC 1, MV 9 br3, HD 5+5, hp 32 ea, THAC0 15, #ATT 4, D 1-3x3/4-16, SA surprise (-5 to victim's surprise rolls when emerging from stone), pass through stone, bite magic items (if attacked with a magic weapon, may attack it vs AC -2 and if hit, bite the weapon which must save vs crushing blow or be destroyed), SD immune to fire and cold, half or no damage from electricity, phase door kills one while passing through stone, half damage from type S weapons, Move Earth flings it back 30' and stuns for 1 round, Stone to Flesh or Rock to Mud lowers AC to 8 for 1 round, Passwall inflicts D10+10 damage, AL N, XP 3000 ea, Source: Monstrous Manual)

The Other Route - A Set Encounter:

Should the DM desire, he can have the beholder in the BEHOLDER LAIR take a more active role in recruiting the party to retrieve its missing mouthpick. The DM might find this useful in order to provide an interesting roleplaying encounter with the beholder and to offer the party an interesting triad of choices as to how to proceed. Once offered, the party has a choice to ignore the beholder's offer and assault the DROW OUTPOST, can accept the offer and attack the KUO-TOA OUTPOST, or ignore the offer and attack the BEHOLDER LAIR. Any of the three choices ultimately leads into the Drow Empire proper. This scenario is also useful to bring a party that has ignored the kuo-toans and orcs back into that area.

The beholder in this case will have been espying the party and its actions in the Underdark. The party represents a chance for it to take back what the kuo-toans stole from it without any risk to the beholder or his lair. It can be assumed that the beholder had charmed agents amongst at least one of the humanoid groups the party has fought to this point. This might be troglodytes, bugbears, orcs, etc.

In any case, he has become aware of the party and its strength. A bit of deductive reasoning will tell the beholder that the party has come to perform some mission against the drow, for the duergar are not in the war and the party is certainly not entering this area for pleasure or mere treasure seeking. The beholder will try to offer the party the bargain of giving them access to the passageways from Room 6 of its lair to the Drow Empire (thereby bypassing the DROW OUTPOST) in exchange for retrieval of the mouthpick possessed by the kuo-toans. The beholder is aware that the kuo-toans took the mouthpick by questioning a captured kuo-toan. While the mouthpick is useful to the beholder, he is not willing to risk his life and his lair to retrieve it, nor to start a full-scale war with the kuo-toans that will only distract from his research. But the party might be able to recover it at no risk to the beholder and with no repercussions and with no great price to pay…simply a map of his passageways into the Drow Empire.

The beholder will make initial contact with the party by sending a director, 6 bugbears, and 6 orc soldiers near the party. The director, then from a hidden location (perhaps around a passageway), will project an Improved Phantasmal Force of the beholder. The image will not attack the party…it will simply hover and observe them, perhaps grinning. This is a test to see if the party is an irrational bunch of beholder slayers or are restrained enough to parley. Should the party attack, the image will flicker away and the director and minions will flee, the director casting walls of ice behind him to foil pursuit.

Should the party parley, the image will speak. The image will tell the party that it has a proposal for them that can aid them on its mission. It will say that should the party wish to parley, they may accompany the beholder's servants to the lair. If the party agrees, the image will zip away and the director and his entourage will lead the party to the BEHOLDER LAIR. There, they will meet (perhaps in Room 4) the beholder (who will still be an Improved Phantasmal Force, but this time the beholder will be in the passageway next to the hidey-hole in Room 5 while the director is in the hidey-hole and is casting the illusion. The beholder will whisper to the director what it wishes the illusion to say and do).

In this manner the beholder will treat with the party. The beholder will stress that the mouthpick is a trifle, and that he has already expended some of his minions to attack the kuo-toans and to demand its return. The beholder knows why the kuo-toans took it (for a ritual of assassins). He will explain why he personally does not reclaim the mouthpick (it is not worth the risk to his person nor of a war with the kuo-toans nor with abandoning his lair and research to the nearby drow or duergar). He will gladly explain his reason for being in the area and his research, to convince the party that his motives are pure and will have nothing to do with the party or hindering its mission.

The beholder will also stress that this is a treating of equals. He knows the party's powers and can even guess accurately at the power and function of many of the party's visible magic items, and will do so to impress the party. He will matter-of-factly explain that while in out and out conflict, even in his lair, the party might prevail against him, it would be a pyhrric victory as many party members would never see the surface again. Similarly, even should he prevail, it is likely he would lose a great many of his minions.

The beholder will simply present the bargain in this fashion:

It is clear the party seeks entry into the drow lands. There are three ways to do so. The party can assault the DROW OUTPOST (and the beholder will warn the party gravely that the drow are inured from birth to treachery, skullduggery, and magic, and any attempts to sneak into or through the outpost or to trick their way past are likely to be doomed to failure. Even going invisible, teleporting, illusioning, or going ethereal are likely to be warded against.), the party can assault the beholder and his minions and try to win their way through and then wander the trackless passages beyond his lair hoping to find the entrance to the drow lands, or the party can assault the kuo-toans and then return with the mouthpick and make their way unhindered into the Drow Empire.

The beholder can assure that the passages he knows are likely unguarded by the drow. He will surmise that either the drow do not know of them or, more likely, they assume that the presence of a beholder is enough to ward those ways.

The beholder will also indicate that he is only concerned about the retrieval of his mouthpick. Any other treasure the party gains from the fish men is the party's. In addition, the beholder does not mind if the party simply steals the mouthpick back, but he also has no compunctions against killing the kuo-toans. The beholder does admonish the party to keep the beholder's involvement as secret as possible.

Should the party succeed, the beholder will be true to his word and will present them with a stone tablet showing a map from his lair to the ENTRY TO THE DROW LANDS..

MYCONIDS:

This area is composed of a very large grotto cavern, home to a variety of flora and fauna. This grotto was for many years the sole province of a group of myconid fungus men who were forced out of the FUNGUS GROTTO cavern by the bi-nou. The myconids eventually made their way here and set up a new lair. Although the myconids endured occasional raids by the duergar and the drow, their potent abilities along with their lack of treasure and their non-aggressive stance made them unprofitable to molest and so the fungus men were able to make their existence in peace on the frontier of two very nasty Underdark civilizations.

All this changed recently when a group of bi-nou migrated to this cavern from the FUNGUS GROTTO. Having suffered raids in that area by the druids and also having most of that cavern already filled to the brim with bi-nou, the balor imprisoned beneath the FUNGUS GROTTO urged a group of the bi-nou to migrate into this cavern to build up their strength and breed without interference from the druids.

Now the myconids, though not ones to enjoy having neighbours, could have lived in peace with the bi-nou, but unfortunately for the fungus men, the bi-nou are extremely aggressive, extremely evil, and extraordinarily territorial. Once the bi-nou decided that this grotto was theirs, they could not suffer the myconids trespassing on their homeland (despite the fact that the fungus men were their first!). Thus, a war between the bi-nou and the myconids broke out.

The war, such as it is, has been going on for good 5 years now. At first the myconids were able to thwart the bi-nou, due to their superior numbers. But recently the bi-nou have stopped attacking the myconids head on (by the subtle urging of the balor) and are instead breeding many new bi-nou and rockworms, in an obvious effort to one day out number the myconids and then destroy them

It would be very easy for the myconids to form into ranks and march out of their lair and attack the bi-nou now while they are still fewer. Unfortunately, the myconids are so non-aggressive in their nature (i.e. they are extremely fervent on the defense, but offensive action is alien to them) that they cannot seem to attack the bi-nou. The concept is so bizarre to them that the king cannot even organize his thoughts along such lines long enough to get a plan together.

So it is that the party will wander into this circumstance, and they have a chance here to help the myconids out in exchange for some gifts.

Reaction to the Party:

Most of the creatures in the grotto will act as their natures indicate.

The bi-nou will see the party as trespassers and will attack them mercilessly, even before the party makes contact or parleys with the myconids. The bi-nou really cannot be treated with and are immune to mind-affecting spells, so the party is left to fight or flee an encounter with them.

The myconids are usually very shy and would normally tend to hide from the party and let them pass. However, the myconids realize that they need someone with an offensive capability to attack the drive away the bi-nou, and they know from past experience they certainly cannot trust the duergar or the drow to do this and still spare the myconids. For this reason, the fungus men will attempt to make contact with the party.

The myconids will send out a small band to intercept the party, preferably before they get too far into the grotto and before they have had a chance to encounter the bi-nou (as they do not know that the bi-nou are incapable or unwilling to parley with the party). The myconids have never seen a human before, though they will recognize dwarves as relatives of the duergar and elves as similar to the drow. They are smart enough to see the difference in skin colour and this will allow them to overcome their fear of those two dark races.

It is possible the initial contact with the myconids will be somewhat confusing. First they will shoot pacifier spores at the party in order to induce them to stop and listen. They will then shoot rapport spores to communicate with the party. The myconids will ask the party to meet their king, and will ensure them that no harm will come to them. Should the party refuse, the myconids will not force them to comply. Should the party initially attack the myconids, they will retreat and attempt to establish a rapport with at least one party member.

The Myconid Offer:

The Myconid king will explain their situation and their inability to do anything to attack the bi-nou. He will request that the party slay or drive off the bi-nou, and will offer the party, in exchange for this, 8 magical potions brewed by the king himself from his fungus gardens. The king assures the party that each potion is beneficial.

Should the party refuse, they will be escorted back into the grotto and warned about where the bi-nou live (for the myconids do not want the bi-nou to obtain more fleshy food from which to produce eggs). Should the party accept, the king will thank them and tell them where the bi-nou dwell as well as their rough numbers. He will ask that the party return when they have finished the stone creatures off. The myconids will then send a representative with the party to inspect and make certain the bi-nou are finished. If so, the myconid king will reward the party with 8 potions as follows:

1. Potion of Antidote (poisons from 15 HD or lesser creatures) (refer to Encyclopedia Magica V3 pg 855)
2. Potion of Anti-Sleep (refer to Encyclopedia Magica V3 pg 855)
3. Potion of Black Sight (refer to Encyclopedia Magica V3 pg 856)
4. Potion of Controlling Damage (refer to Encyclopedia Magica V3 pg 858)
5. Potion of Merging (refer to Encyclopedia Magica V3 pg 879)
6. Potion of Noxious Resistance (refer to Encyclopedia Magica V3 pg 880)
7. Potion of Protection from Immiscibility (refer to Encyclopedia Magica V3 pg 883)
8. Potion of Stone Form (refer to Encyclopedia Magica V3 pg 891)

The king will also offer the party a special brew. The king states that while this brew has a magnifying effect on the shared communion of the myconid peoples, it has a strange effect on warm-blooded sentient beings. The brew awakens the mind; usually it is merely a night of strange dreams and insights, but sometimes if a being's mind is well developed and of the proper configuration, the mind may blossom to a new level of consciousness. However, some minds cannot take the new awareness and they collapse in on themselves to dire effect (the king will say that they may become idiots or lunatics). The king will not allow the brew to leave the myconid caves, but will allow each party member to take a sip.

Should each party member do so, there is a chance that a wild psionic ability will be brought forth. In all cases the imbiber will fall into a bizarre dream-laden sleep for 8 hours before waking up refreshed (if not harmed by the brew).

The chance of awakening psionic talent is equal to the wild talent chart in the Complete Psionics Handbook. The chance is a base 3% (1% plus 2% for psychic surgery being performed by the brew) plus 3% for each of WIS, CON, or INT at 18, +2% for each at 17, and +1% for each at 16. Further, there is a +1% chance for characters of levels 5-8 and +2% for levels 9 or higher. Mages, clerics, and nonhumans have half the normal chance (rounded up).

If the roll is equal to or less than the final calculation, the person becomes a wild talent. If the roll is 97+, the person suffers a trauma. Any trauma that reduces a score to zero or less kills the victim.

Trauma Table:

97 = Save vs death of lose 1-6 WIS permanently
98 = Save vs death or INT reduced by 1-6 permanently
99 = Save vs death of lose 1-6 Con permanently
00 = Save vs death with -5 penalty or WIS, INT, and Con are reduced to 3 permanently

Wild Talent:

A person who gains wild talent rolls on the Wild Devotions chart in the Complete Psionics Handbook. He receives PSP enough to power is power(s) once and, if maintained, enough to maintain it 4 times. He then gains 4 PSP per experience level thereafter.

The Grotto:

Refer to the Myconid Grotto Map.

The grotto is a huge cavernous area, one of the occasional great caverns that pockmark the underworld. Usually such caverns are prized and are the demesne of powerful Underdark civilizations such as the duergar and the drow. However, this cave (and the FUNGUS GROTTO) is an exception due to its relative proximity to the surface of the Free Lands and its position on the frontier of the border between the drow and the duergar. This has effectively turned the area into no-man's land as far as the drow and duergar are concerned, and although they have occasionally tried to take possession of each of the two grand caverns, in the end each side has been unable or unwilling to hold such ground.

The grotto cave is immense. It is almost a mile across and over half that wide. The ceiling is generally 75'-125' high and is absolutely littered with stalactites and other formations, including organ-pipes, flutings, draperies, etc. As such it is almost impossible to see the stone surface of the ceiling from the ground level, and much of the ceiling is dangerously concealed in the shadows of these formations even when illuminated from below by Continual Light spells.

The floor is just as rough. The ground is uneven and usually broken, with much detritus in the form of broken stalactites, shale, and calcification chips everywhere. Further, the floor ascends and descends, sometimes in small, steep slopes that require human-sized creatures to climb up or scamper down. Many stalagmites grow from the floor, along with other multi-coloured and multi-shaped mineral structures.

The whole place is damp, for water enters at three main points in the grotto, running from high up on the cavern walls and cascading down the slope of the wall into runnels and grooves carved over time by the flow to form small riverlets. These eventually coalesce into the three large pools shown on the map.

In addition to these, water drips from a thousand other places in the cave, especially from the ceiling. This copious water flow is responsible for the immense structures in the cave (as well as the ancient formation of the cave itself) and for the presence of the fungal life forms herein.

The high ceiling and immense structural weight of the cavern is borne by a dispersed cluster of massive granite columns. When the limestone of this area was originally eaten away by ancient waters, the hardest deposits of granite survived as these columns, to eventually support the ceiling of the grotto.

Almost every inch of the grotto supports life, beyond what is indicated in the key to the map. Small fungus patches and lichen are everywhere, some with phosphorescence. In addition, many small insects and other vermin roam the place, including hairless blind cave rats that feed on the normal centipedes and cave crickets. Accordingly, the larger beasts feed upon these vermin, and so on up the food chain.

Bats converge on the ceiling of the grotto, from common to huge specimens, and the ground is littered with bat guano, lending a distinctive odor to the grotto. The guano is particularly copious in the fungal patches (area C) on the map.

The creatures here are not accustomed to bright light. The ceiling is high enough that most party-carried light sources won't disturb the bats, but if a bright light reaches the ceiling (or in the case of spells like lightning bolt or fireball), the bats in the immediate area will be disturbed, resulting in a swirling cloud of bats near the ceiling. There is a 25% per round that D12 common bats, D6 large bats, and D3 huge bats will descend to attack the party and their light source. Such attacks will continue until the bats currently attacking the party are dead and the light source is removed from disturbing the bats.

Small herds of deep rothe wander around the grotto, feeding on the abundant plant life here. At any given moment at least 1 small group of the herd beasts can be seen, and their Dancing Lights manifestations can be observed glittering beautifully off of the mineral structures of the grotto from time to time.

In addition, the dull red glow of fire beetles can be seen slowly crawling along the walls and floor of the grotto.

Sounds present in the grotto include the myriad squeakings of bats, occasional lowing of rothe, the sudden ejaculations of shriekers, and the distant disquieting weavings of musical sounds emitted from sonic molds (see the wandering monster description for Mold).

Random Encounters:

When wandering through the place, the DM should use the following chart. Roll once for every 50 yards traversed or once per turn if the party is at rest out in the open. Please note that there is a separate roll for within the fungal patches in area C and for outside of those patches. An encounter occurs on a 1 in 6 outside of the fungal patches and on a 2 in 6 inside the growths. If an encounter is indicated, the DM should roll again, with each consecutive roll of 1 (or 2) in 6 indicating multiple encounters or a single encounter with multiple creatures.

Open Roll

Area C Roll 

Encounter 

01-08 

01-10 
Bat 

09-15 

11-15 
Beetle, Giant, Fire 

16-20 

16-17 
Bi-nou 

21-23 

18 
Carrion Crawler 

24-26 

19 
Cave Fisher 

27-29 

20-25 
Centipede 

30-35 

26-45 
Fungus 

36-40 

46-48 
Gargoyle 

41-46 

49-52 
Insect, Cave Cricket 

47-51 

53-54 
Lizard, Subterranean 

52-56 

55-64 
Mold 

57 

65-67 
Myconid 

58-61 

68-69 
Ooze 

62-66 

70-73 
Piercer 

67-70 

74-75 
Pudding 

71-84 

76-85 
Rothe, Deep 

85-86 

86-88 
Slug, Giant 

87-88 

89 
Umber Hulk 

89-90 

90 
Wall-Walker 

91 

91 
Worm, Purple Worm 

92-00 

92-00 
Roll on the Area C Entrance to the Underdark wandering monster charts (type C passage)

Bat - Allow a 65% chance for 1-100 common bats, 25% chance of 3-18 large bats, and 10% chance of 1-8 huge bats. The first type is likely only to swarm and put out torches or disrupt spells. The large variety is likely to go after any pack animals the party has. They can spread rabies. They may fight back if threatened away from their food. The final type is likely to attack anyone displaying a shiny object like a dagger or gem.

Bat, Common (AC 8, MV 1 fl24[B], HD 1/4, hp 1 ea, THAC0 20, #ATT 1, D 1, SA swarm (put out torches 1% per bat per round, confuse spellcasting [save vs WIS to cast a spell], inhibit attacks [-2 to hit]), SD sonar (see in the dark), AC of 4 if able to maneuver in flight), AL N, XP 15 ea, Source: Monstrous Manual)

Bat, Large (AC 8, MV 3 fl18[C], HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-4, SA rabies (see below), SD +3 to AC when opponent with DEX 13- fires missiles at it, bat must land to attack with bite, AL N, XP 35 ea, Source: Monstrous Manual)

Rabies: 1% chance of contracting the disease per point of damage done by the large bat. The disease incubates for D4+6 days. 10 days after incubation, the victim dies. During the 10 days, the victim may not eat or drink and is very irritable. If the victim is irritated (i.e. a loud noise at night) he must save vs WIS or attack those around him until killed or knocked unconscious.

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

Beetle, Giant, Fire - The party will encounter 3-12 fire beetles. These will generally be found on the walls or floor, often chewing on rotted material.

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

Bi-nou - The party will encounter a single bi-nou, usually hunting for food or in the fungus patches looking to ambush a lone myconid. Allow a 50% chance of encountering a bi-nou proper and 50% of encountering a rockworm. Either will attack the party whatever the odds or situation.

Bi-nou (AC 1, MV 6, HD 5+5, hp 30 ea, THAC0 15, #ATT 2, D 1-8/1-8, SA squeeze (if both claws hit the bi-nou squeezes for 1-8 per round until the victim frees itself with a bend bars roll), camouflage (70% unnoticed underground), powers, SD powers, immune to blinding effects, immune to mind-affecting and psionic attacks, Passwall stuns them for D4 rounds, Rock to Mud kills instantly, Stone Shape casts as a Heal spell, MR 20%, AL CE, XP 957 ea, Source: Monstrous Compendium 2)

Bi-nou Powers (at 10th level, each usable 1/day): Slow, Dig, Stone Shape, Wall of Stone

Rockworm (AC -2, MV 9, HD 7, hp 41 ea, THAC0 13, #ATT 2, D 1-12/1-12, MR 20%, AL CE, XP 2000 ea, Source: Monstrous Compendium 2)

Carrion Crawler - From 1-6 of these will be encountered. These beasts do not usually dwell within the grotto, but come from lairs elsewhere to hunt here. They will often lurk hidden at the top of a long stalactite or column and then, as prey approaches, rush down to be within grabbing range as the victim passes by.

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

Cave Fisher - From 1-4 of these Insectoid beings will be encountered. These lair in small crevices and cavelets that pockmark the walls of the grotto. The fishers will not usually attack a large well-armed party, but they are certainly apt to take turns at stragglers. They will approach from the walls and shoot their filaments down at their victim, seeking to pull him up into their lair to feed themselves and their young.

Cave Fisher (AC 4, MV 1, HD 3, hp 17 ea, #ATT 2, D 2-8/2-8, SA adhesive trapline (shoot up to 60', 20% chance of noticing the strand at 10' or less, no chance at greater distances, may only be cut by +1 or better edged weapons, strikes as 6HD monster and draws up to 400 pounds 15' per round with a STR of 18/00), AL N, XP 175 ea, Source: Monstrous Manual)

Centipede - Allow a 65% chance that 2-24 giant centipedes will be encountered, a 25% chance that 5-30 huge centipedes will be encountered, and a 10% chance that 1-4 megalo-centipedes will be encountered. The first two types are likely to ignore the party unless molested. However, the party may run afoul of a swarm of them while rooting through fungus patches or turning over rocks. The megalo variety is much more aggressive and prone to attack man-sized beings.

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

Centipede, Huge (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)

Centipede, Megalo- (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)

Fungus - When fungus (which includes plants) is indicated, roll on the following sub chart:

01-50 = Shriekers
51-60 = Ascomoid
61-75 = Phycomid
76-85 = Yellow Musk Creeper
86-00 = Snake, Serpent Vine

Shriekers will include 2-8 of these growths, with a 10% chance that from 1-4 of these are actually violet fungi. The shriekers will, of course, shriek, causing a 50% chance of attracting another wandering monster roll.

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

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

Ascomoids will always be encountered singly. These strange puffballs will range from 5'-10' in diameter and tend to simply roll around until they contact a warm-blooded creature into which it may spray its spores.

Ascomoid (AC 3, MV 12 max (rolls at 3 for the first round and +3 each round thereafter), HD 6+6, hp 36 ea, THAC0 13, #ATT 1, D nil, SA knockdown (on a hit vs M or smaller), spores (shoot in a 30' stream 1' in diameter which expands into a cloud 5'-20' in diameter upon contacting anything, those within must save vs poison or die in 1-4 rounds, those who save are blinded and choked and helpless for 1-4 rounds [no shield or DEX bonuses and all attacks at +4 to hit them]), SD long piercing weapons do double damage, short stabbing weapons damage as a small creature, blunt weapons do no harm, slashing weapons do 1 point of damage, +4 save vs all magical attacks but cold and 50% damage from such attacks, immune to non-plant affecting mind-based spells, AL N(E), XP 1400 ea, Source: Monstrous Manual)

Phycomids will be found in colonies of 1-4. They are mindless and will attack all warm-blooded creatures that come within range (D6+6'). Because of their short range, phycomids are better able to attack when hidden amongst the other fungi of the fungus patches.

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

Yellow Musk Creepers are found singularly, though they will have from 0-X yellow musk zombie guards, with X being half the number of flowers on a specimen, rounding down. The zombies will generally remain hidden out of sight until the creeper has a chance to attack, then they will seek to attack anyone not entranced.

Yellow Musk Creeper (AC 7, MV 0, HD 3, hp 18 ea, THAC0 17, #ATT 2-12, D nil, SA pollen (10' range from each flower, victims must save vs spell or be entranced and walk towards the plant, resisting any who try to prevent them, when the victim reaches the creeper a green bud extends roots into the head and reach the brain in 2 rounds whereby the victim loses 1-4 INT each round thereafter, a victim reduced to 0 INT dies, while one reduced to 1 or 2 INT becomes a yellow musk zombie), SD only the central root can be attacked to kill the plant, immune to charm, hold, illusion, sleep, and other mind-affecting attacks, XL N, XP 650 ea, Source: Monstrous Manual)

Creepers have 2-12 flowers and 1-4 buds per plant.

Yellow Musk Zombie (AC see below, MV 6, HD 2, hp see below, THAC0 19, #ATT 1, D by weapon type, SD immune to charm, hold, illusion, sleep, and other mind-affecting attacks, XL N, XP 120 ea, Source: Monstrous Manual)

If a yellow musk zombie is indicated, roll on the table below:

01-25 = Troglodyte AC 5, hp 11, stone axe
26-60 = Bugbear AC 5, hp 17, footman's mace
61-85 = Orc AC 6, hp 6, battle axe
86-90 = Drow Elf AC 4 or better [drow chain +x and buckler +x], hp 2-6 times D10, drow shortsword +x, x=one-third of the D10 rounded up
91-95 = Duergar AC 4, hp 2-6 times D10+2, warhammer
96-00 = Varkha AC 6, hp 5, stone spear

Serpent Vines will be encountered singly. These hybrids between plant and animals will use their coloration ability to travel undetected through the fungus patches or, if outside such a patch, to blend in with a low hanging stalactite or other stone formation. The vines will use their powers to lure the party into their range. Often this will be a Suggestion that a particular mushroom nearby is one the character has heard has beneficial magical properties. Other times, a Spectral Force of a magical pool or treasure chest might be created.

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

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

Gargoyle - Encounters will be 2-16 gargoyles with a 20% chance that an additional 2-8 margoyles are with them. These nasty evil creatures will almost certainly attack any vulnerable or weak-seeming victims they can find, which will initially include the party. The DM should subtract any gargoyles or margoyles thus encountered and slain from those living in area B.

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

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

Insect, Cave Cricket - From 1-8 of these will be encountered. These creatures are not very aggressive and not much of a threat unless cornered, but their chirping does drown out all speech and vocal casting within 20'. Many experienced cave dwellers are trained to detect when the chirping of cave crickets changes tone subtly indicating a threatening creature approaching within 20' and can use this phenomenon as an early warning system.

Cave Cricket (AC 4, MV 6 hop3, HD 1+3, hp 10 ea, THAC0 20, #ATT nil, D nil, SA chirping, AL N, XP 15 ea, Source: Monstrous Manual)

Lizard, Subterranean - These creatures, found in groups of 1-6, are aggressive hunters, though they are smart enough instinctually to leave alone creatures that have previously given them a hard time. This is unlikely to include the party. Able to run along walls and ceilings with ease, these beasts will often drop from columns and stalactites to attack.

Subterranean Lizard (AC 5, MV 12, HD 6, hp 31 ea, THAC0 15, #ATT 1, D 2-12, SA clamp (natural 20 attack roll means both jaws have clamped for 4-24 damage and the victim suffers 2-12 every round thereafter, AL N, XP 650 ea, Source: Monstrous Manual)

Mold - An encounter with these means the DM should consult the following table to determine the type of mold encountered:

01-05 = Brown Mold
06-30 = Yellow Mold
31-55 = Deep Mold
56-70 = Grey Mold
71-75 = Death Mold
76-98 = Chromatic Mold
99-00 = Sonic Mold

Brown mold will involve a single patch with the telltale bit of coldness in the air if the party is being exceptionally careful. The mold can grow amongst other plant life, so it may be found hidden amidst the fungus patches.

Brown Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 0, D n/a, SA freezing (4-32 damage to warm-blooded creatures within 5'), grows from fire and heath sources, SD affected only by cold magic (Ice Storm and Wall of Ice cause it to go dormant for 5D6 turns, Wand of Frost, white dragon breath, or Cone of Cold kills it, AL N, XP 15 ea, Source: Monstrous Manual)

Yellow mold is fairly common in damp places such as the grotto and can grow rather large. In addition to its usual deadly properties, allow a 5% chance that a given colony is over 300 square feet. If so, allow a 1 in 6 chance that the colony is sentient. Should the colony be sentient, allow a further 1 in 6 chance that it has psionic powers.

Yellow Mold (normal patch) (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D n/a, SA poison spores (if touched roughly will emit spores in a 10' radius 50% of the time causing a save vs poison or death), SD vulnerable to fire, Continual Light renders it dormant for 2D6 turns, MR 20%, AL N, XP 65 ea, Source: Monstrous Manual)

Sentient patches sense creatures within 60' and may shoot spores that far, they may cast Suggestion 2/day and if cast, the victim must roll INT or less or lose 1 INT permanently, devoured by the mold.

Psionically sentient patches are immune to psionic attacks unless the creature or a comrade can communicate with plants. The mold is a 1st level Psionicist with the devotions/sciences of Mindwipe and Id Insinuation in the Telepathy Discipline and the devotion/science Psionic Sense (D100+20' range at no cost) in the Metapsionics Discipline. Its Power Score is 15 and it has D10x5 PSP.

Deep Mold will generally be most effective when hidden amidst a fungal patch. When exposed, it must rely on its pleasing fragrance and beautiful colouration to attract the curious.

Deep Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D special, SA spores (releases on touch in a cloud 20' wide by 20' high by 30' deep centered on the point of contact, those within must save vs paralyzation or take 1-10 damage and lose 1 STR for 1-10 rounds, save means half damage and no STR loss, victims who fail the save take 1-10 damage per day until dead or a Cure Disease is used, complete rest and exposure to natural sunlight for 24 hours stops that day's damage from occurring and allows natural healing of spore damage, each patch may spray 3 clouds per day), SD immune to weapon attacks, cold based spells stun for 3-18 rounds, heat based spells stun for 4-16 rounds, acid kills the mold (10' per vial or 2-8 damage), Cure Disease kills the mold, MR 20%, AL N, XP 35 ea, Source: Monstrous Compendium 2)

Grey mold grows primarily on floors and blends in nicely with the floor and stone of caverns, so it is very likely to be effective even outside of the fungal patches.

Grey Mold (AC 9, MV 0, HD n/a, THAC0 n/a, #ATT 1, D 1-6, SA spores (may create a cloud every 6 rounds, cloud is 30' deep by 15' wide by 15' tall and those within suffer 1-6 damage and must save vs poison or inhale 1-6 spores, each of which causes 1 point of damage per round until death or Cure Disease, those killed by the spores become a mold patch 10' square), SD immune to weapons and fire, cold spells cause the mold to go dormant for 1-8 turns, cold spells of 4th level or higher kill it outright, MR 35%, AL N, XP 65 ea, Source: Monstrous Compendium)

Death mold is encountered in clusters of 1-3 patches, and is mobile and has an animal intelligence and often lurks on walls and ceilings to release its spores on those passing below it. The mold attacks by releasing its spores and then moving or dropping to engulf those affected, causing poison damage each round during its engulfing (1-8 per round).

Death Mold (AC 9, MV 3, HD n/a, THAC0 n/a, #ATT 1, D 1-8, SA spores (on touch [or the mold can release at will] it releases a cloud of spores 40' deep by 60' long by 60' wide centered on the contact point, clouds may be released 1/turn up to 6/day, those within take 2-16 damage and must save vs poison or fall helplessly coughing and wheezing for 1-4 rounds), SD immune to wizard spells, Cure Spells stun the mold for rounds equal to damage healed, Slow Poison causes the mold to lie dormant for 1 turn, Neutralize Poison or Heal instantly kills the mold, AL N, XP 175 ea, Source: Monstrous Compendium 2)

Chromatic mold thrives here, ensnaring infravision-using creatures that stumble into its vicinity. These molds are effective within and without the fungal patches.

Chromatic Mold (AC nil, MV 0, HD 2, hp 12 ea, THAC0 nil, #ATT 1, D nil, SA fascination (to infravision-using creatures only, save vs paralyzation or be drawn to the mold), spores (any S or larger creature within 3' causes a spore cloud in a 10' radius, those within must save vs poison or the spores are breathed in causing Confusion as the spell for 10 hours, after which the victim dies and a new patch of mold bursts from the body, consuming the carcass in another 12 hours, Hold Plant stops the incubation for the durations, Cure Disease kills the spores if within 10 hours, after this is destroys the mold and the victim), SD fire consumes at a rate of 1-4 rounds per 10' patch, cold based attacks do no damage but negates fascination and prevents spore release, forceful contact causes release of spores, AL N, XP 175 ea, Source: Monstrous Compendium 4)

Sonic mold is very rare but also very deadly. There are only a few patches in the grotto, but they provide an eerie background music to the whole place.

Sonic Mold (AC nil, MV 0, HD 2, hp 12 ea, THAC0 nil, #ATT 1, D nil, SA fascination (to infravision-using creatures only, save vs paralyzation or be drawn to the mold), sound (within 60' creatures with normal hearing must save vs paralyzation or move towards the mold [creatures with enhanced hearing save at -1, those with echo-location save at -3]), spores (any S or larger creature within 3' causes a spore cloud in a 10' radius, those within must save vs poison or the spores are breathed in causing Confusion as the spell for 8 hours, after which a new patch of mold bursts from the body, death occurs in another 8 hours, Hold Plant stops the incubation for the durations, Cure Disease kills the spores if within 10 hours, after this is destroys the mold and the victim), SD fire consumes at a rate of 1-4 rounds per 10' patch, cold based attacks do no damage but negates fascination and prevents spore release, forceful contact causes release of spores, AL N, XP 270 ea, Source: Monstrous Compendium 4)

Myconid - These will be encountered in groups of 1-12 outside their lair. These will mainly be lower level types gathering fungus, bat guano, or water. They will go about their business peacefully, though wary of attacks from bi-nou or gargoyles. Their fungal nature makes them rarely subject to attacks from most molds and fungi, though oozes sometimes target them.

Because they have been instructed by their king to look for beings who might aid them against the bi-nou, the normally reclusive myconids will try to make contact with the party as described in the Reaction to the Party section at the beginning of the MYCONID section.

Assume each group encountered consists of an evenly dispersed proportion of their circle. In other words, the first 5 in the group will be one of each of the 1-5HD types, beginning with the 1HD and progressing to the 5 HD. If more than 5 are encountered the same progression will be used.

Thus, if 7 myconid are encountered, there will be 2 of 1HD, 2 of 2HD, 1 of 3HD, 1 of 4HD, and 1 of 5HD. If only 3 myconids are encountered, then there will be 1 of 1HD, 1 of 2HD, and 1 of 3HD.

Should the group not include a 3HD myconid (i.e. only 1 or 2 encountered) they will be unable to rapport with the party. In this case the myconids will simply attempt, through hand gestures, convince the party to follow them to their lair. Should this not succeed, one will return to the lair while the other tries to get the party to remain where they are. If a single myconid is encountered, it will simply run back to its lair if it cannot get the party to follow it and will try to get a rapport-able myconid to return to speak with the party.

The DM should subtract any myconids defeated here from the total in the Myconid Caves.

1HD Myconid (AC 10, MV 9, HD 1, hp 5 ea, THAC0 19, #ATT 1, D 1-4, SD distress spores 1/day (alert other myconids, expands at 40' per round to a limit of 120'), poisonous skin (if eaten), AL LN, XP 65 ea, Source: Monstrous Manual)

2HD Myconid (AC 10, MV 9, HD 2, hp 10 ea, THAC0 19, #ATT 1, D 2-8, SD distress spores 2/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 2/day (ejected automatically by a dying myconid), poisonous skin (if eaten), AL LN, XP 120 ea, Source: Monstrous Manual)

3HD Myconid (AC 10, MV 9, HD 3, hp 15 ea, THAC0 17, #ATT 1, D 3-12, SD distress spores 3/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 3/day (ejected automatically by a dying myconid), rapport spores 3/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), poisonous skin (if eaten), AL LN, XP 175 ea, Source: Monstrous Manual)

4HD Myconid (AC 10, MV 9, HD 4, hp 20 ea, THAC0 17, #ATT 1, D 4-16, SD distress spores 4/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 4/day (ejected automatically by a dying myconid), rapport spores 4/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), pacifier spores 4/day (single creature to 40' save vs poison or become unable to do anything for 4 rounds), poisonous skin (if eaten), AL LN, XP 270 ea, Source: Monstrous Manual)

5HD Myconid (AC 10, MV 9, HD 5, hp 25 ea, THAC0 15, #ATT 1, D 5-20, SD distress spores 5/day (alert other myconids, expands at 40' per round to a limit of 120'), reproducer spores 5/day (ejected automatically by a dying myconid), rapport spores 5/day (single person, range is 40' for turns equal to HD of the myconid, if resisted a save vs poison that succeeds thwarts the rapport), pacifier spores 5/day (single creature to 40' save vs poison or become unable to do anything for 5 rounds), hallucinatory spores 5/day (single creature, range 40', save vs poison or suffer violent hallucinations for 5 turns, see Monstrous Manual for effects of hallucinations), poisonous skin (if eaten), AL LN, XP 420 ea, Source: Monstrous Manual)

Ooze - An encounter with these means the DM should consult the following table to determine the type of ooze encountered:

01-06 = Olive Slime
07-21 = Mustard Jelly
22-36 = Stun Jelly
37-63 = Ochre Jelly
64-82 = Gray Ooze
83-00 = Green Slime

Olive slime will be found in groups of 1-4. These will drop from columns and stalactites to attach to the back of victims, seeking to convert them into olive slime creatures. Allow a 15% chance per patch that each has 1-4 olive slime creatures linked to it. These will seek to attack the party members not affected by the slime as well as seek to protect the slime itself.

Any slime creatures encountered will be of a size (with possible species) as follows:

01-15 = Tiny (Snyad, Jermlaine, Mite, Bat, Centipede)
16-50 = Small (Bat, Centipede, Rothe, Duergar)
51-80 = Man-sized (Drow, Troglodyte, Gargoyle, Orc)
81-90 = Large (Troll, Bugbear, Subterranean Lizard)
91-97 = Huge (Giant Slug)
98-00 = Gargantuan (Giant Slug, Purple Worm)

Olive Slime (AC 9, MV 0, HD 2+2, hp 13 ea, THAC0 19, #ATT 0, D nil, SA drop on victim (ignores armour and negates DEX unless target is aware of its presence, contact causes a numbing poison requiring a save vs poison to notice, otherwise the slime attaches to the victim, usually at its spine, others in the area have only a 50% chance of noticing the slime attachment, in 2-8 hours the host becomes concerned with how to feed and protect its attachment and will flee friends that threaten the slime, the victim's food intake must double or the victim wastes away [10% of hit points per day rounded up and no natural healing], after D6+6 days the host changes into a slime creature), SD harmed only by acid, freezing cold, fire or Cure Disease or spells that affect plants, AL N, XP 420 ea, Source: Monstrous Manual)

Olive Slime Creature (AC 9, MV 6, HD see below, hp see below, THAC0 see below, #ATT 1, D see below, SA slime (10% chance per hit of infecting the victim with slime [as olive slime], SD harmed by acid, cold, fire, magic missiles, and plant affecting spells, immune to weapons, lightning, or mind affecting spells, green slime does 2-8 damage per round to it, AL N, XP see below, Source: Monstrous Manual)

Tiny = HD 1+2, hp 8 ea, THAC0 17, D 1-3, XP 420 ea
Small = HD 3+2, hp 18 ea, THAC0 17, D 1-4, XP 420 ea
Man-sized = HD 5+2, hp 28 ea, THAC0 15, D 2-8, XP 975 ea
Large = HD 8+2, hp 43 ea, THAC0 15, D 3-12, XP 975 ea
Huge = HD 12+2, hp 63 ea, THAC0 13, D 4-16, XP 2500 ea
Gargantuan = HD 16, hp 81 ea, THAC0 13, D 4-24, XP 2500 ea

Mustard jelly will be found as solitary wanderers, always on the floor of the cavern as they cannot climb walls or ceilings. They are intelligent and seek to destroy and feed upon animal life.

Mustard Jelly (AC 4, MV 9, HD 7+14, hp 59 ea, THAC0 13, #ATT 1 or 2, D 5-20, SA translucent (difficult to see until it attacks), vapor (10' radius, those within must save vs poison or become lethargic and move at half speed for 2 rounds, effect is cumulative), divide (may divide into 2 smaller faster halves which move at 18 but each has 1/2 the hp), dissolve wood, SD impervious to normal weapons [+1 or better needed to hit] and electricity, magic missile causes it to grow (gains hp equal to damage caused), cold causes half damage, other attacks have normal effects, MR 10%, AL N, XP 4000 ea, Source: Monstrous Manual)

Stun jelly is a lone scavenger, though this is usually found on the cave walls, and will reach out a pseudopod at anyone walking nearby.

Stun Jelly (AC 8, MV 4, HD 4, hp 25 ea, THAC0 17, #ATT 1, D 2-8, SA camouflage (resembles stone and is translucent), paralyzation (save vs paralyzation or be paralyzed for 5-20 rounds), SD immune to electricity, mind affecting spells, paralyzation, and polymorph, affected by cold attacks, AL N, XP 420 ea, Source: Monstrous Manual)

Ochre jelly will be found in clusters of 1-3. These amoebae travel the walls and ceilings, often glistening around stalactites, sweeping the area clean of carrion and debris.

Ochre Jelly (AC 8, MV 3, HD 6, hp 30 ea, THAC0 15, #ATT 1, D 3-12, SD lightning bolt divides into one or more smaller jellies, each doing 1/2 damage, affected by fire and cold, AL N, XP 270 ea, Source: Monstrous Manual)

Gray oozes appear in clusters of 1-3. They cannot climb walls or ceilings, so they usually hide amongst the stalagmites and wait for passersby. Any gray ooze with over 20 hp has a 15% chance of possessing psionic abilities (see below).

Gray Ooze (AC 8, MV 1, HD 3+3, hp 22 ea, THAC0 17, #ATT 1, D 2-16, SA corrode metal (chain in 1 round, plate in 2, magical armour in 1 round extra per plus), SD immune to spells, fire, and cold, lightning and weapons do full damage but metal weapons may corrode and break (allow a 5% per point of base damage the weapon does that it must save vs acid or corrode), AL N, XP 270 ea, Source: Monstrous Manual)

Psionically sentient gray oozes are 1st level Psionicists with the devotions/sciences of Psychic Crush and Mind Blank in the Telepathy Discipline and the devotion/science Psionic Sense (60' range at no cost) in the Metapsionics Discipline. Its Power Score is 13 and it has D100+20 PSP.

Green slime will be found in clusters of 1-6 patches. They typically grow from stalactites or other low overhanging structures and drop on vibrations below them.

Green Slime (AC 9, MV 0, HD 2, hp 9 ea, THAC0 19, #ATT 0, D nil, SA slime (turns victim into green slime 1-4 rounds after the round of attachment, eats through wood (1 inch per hour), eats through metal (plate in 3 rounds), SD may be frozen, burned, or killed with a Cure Disease, immune to all other spells and weapons, AL N, XP 65 ea, Source: Monstrous Manual)

Piercer - These dangerous gastropods will almost certainly drop down on the party. They appear in colonies of 3-18 and vary in size. In any group the size of the piercers will be evenly divided amongst the categories, starting with the smallest for remainders.

1HD Piercer (AC 3, MV 1, HD 1, hp 6 ea, THAC0 19, #ATT 1, D 1-6, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 35 ea, Source: Monstrous Manual)

2HD Piercer (AC 3, MV 1, HD 2, hp 12 ea, THAC0 19, #ATT 1, D 2-12, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 65 ea, Source: Monstrous Manual)

3HD Piercer (AC 3, MV 1, HD 3, hp 18 ea, THAC0 17, #ATT 1, D 3-18, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 120 ea, Source: Monstrous Manual)

4HD Piercer (AC 3, MV 1, HD 4, hp 24 ea, THAC0 17, #ATT 1, D 4-24, SA surprise (opponents are at -7 to their surprise rolls), SD soft underbelly covers in acid when exposed to air (1 pt of damage per round), AL N, XP 420 ea, Source: Monstrous Manual)

Pudding - An encounter with these means the DM should consult the following table to determine the type of pudding encountered:

01-32 = Black Pudding
33-48 = Stone Pudding
49-79 = Gray Pudding
80-00 = Dense Pudding

Black puddings are loners and will often be found lurking high on the ceilings where they can detect the presence of the party 90' below. They will then drop on the party as they pass beneath.

Black Pudding (AC 6, MV 6, HD 10, hp 52 ea, THAC0 11, #ATT 1, D 3-24, SA dissolve (2 inches of wood per round, chain in 1 round, plate in 2 rounds, add 1 round for each magical plus), SD immune to acid, cold, and poison, lightning and blows divide them into smaller puddings, fire and magic missiles cause normal damage, AL N, XP 2000 ea, Source: Monstrous Manual)

Stone puddings are solitary hunters and also drop from the ceiling as their normal attack mode.

Stone Pudding (AC 4, MV 3, HD 5, hp 31 ea, THAC0 15, #ATT 1, D 3-18, SA moves on ceilings, dissolve (when victim is killed, it envelopes and consumes him absorbing the flesh in 1-10 rounds), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 30%, AL NE, XP 1400 ea, Source: Monstrous Compendium 2)

Gray puddings are extremely dangerous and are, thankfully, lone hunters. Like other puddings, they prefer to drop from the ceiling onto the party.

Gray Pudding (AC 9, MV 9, HD 10, hp 51 ea, THAC0 11, #ATT 1, D 4-32, SA surprise (opponents get -4 to surprise roll), acid (eats through wood, leather, and chain in 1 round, plate in 2 rounds, add +1 round per magical plus), dissolve (any creature reduced to -10 hp is totally dissolved), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, Flesh to Stone acts as a Slow spell, Airy Water drowns it in 2-8 rounds, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, AL NE, XP 3000 ea, Source: Monstrous Compendium 2)

Dense puddings are also solitary hunters, and they are forced to attack by dropping, as their blue colourations makes them easy to spot if not hidden amongst the shadows and stalactites of the ceiling.

Dense Pudding (AC 6, MV 6, HD 10, hp 80 ea, THAC0 11, #ATT 1, D 2-20, SA surprise (opponents get a -2 to their surprise rolls), disease (save vs poison if hit or succumb to a debilitating disease which is negatable by a Cure Disease cast within 48 hours of the infection), SD immune to edged weapons, quarter damage from blunt weapons, immune to acid, cold, and poison, divided into half sized sections with full hit points when attacked by Fireball, Lightning Bolt, Flamestrike, Flaming Sphere, Wall of Fire, Chain Lightning, and Incendiary Cloud, MR 20%, AL NE, XP 4000 ea, Source: Monstrous Compendium 2)

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

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

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

Slug, Giant - These tremendous giants are always encountered solitarily and do not lair in the grotto but often come to it seeking food. It will tend to attack any party members seeking to use them to sate its voracious appetite.

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

Umber Hulk - These horrible creatures will be encountered in groups of 1-4. If a single is encountered it is a lone male. If more than 1 is encountered, it is a female and her young (all with normal hit dice and abilities). The hulks often like to burrow near to the wall and peek out of a crack, awaiting passersby. They then burst from the wall to attack, hopefully catching victims with their gaze. If pressed, they will burrow to escape, often causing a cave-in behind them to thwart pursuers (25% chance of this per round). The hulks do not lair in the grotto, but come where the hunting is good.

Umber Hulks (AC 2, MV 6 br1-6, HD 8+8, hp 52 ea, THAC0 11, #ATT 3, D 3-12/3-12/1-10, SA confusion (anyone looking into the hulk's eyes must save vs spells or be confused as the spell), surprise (when bursting from a rock wall opponents get a -5 to surprise rolls), AL CE, XP 4000 ea, Source: Monstrous Manual)

Wall-Walker - These creatures will be found in hunting expeditions of 1-2 walkers. They do not lair in these caverns, having been ousted by the gargoyles, but often venture from their lairs in the FUNGUS GROTTO area to hunt here.

Wall-Walker (AC 3, MV 9 cl12, HD 6, hp 43 ea, THAC0 15, #ATT 3 or 1, D 2-12/2-12/2-8 or special, SA paralyzation (sting causes no damage but victim must save vs poison or be paralyzed for 1-6 rounds, if the sting misses the victim can strike the rear with +2 to hit), psionics (see below), surprise (-2 to opponent surprise rolls if attacked from walls or ceiling), SD psionics (see below), immune to fire, AL LE, XP 1500 ea, Source: Monstrous Compendium 2)

Psionics: Level 2 Psionicist

Power Score = 11

PSP = 80

Clairsentience Devotions = Feel Light, Feel Sound

Psychometabolism Sciences = Shadow-form

Psychometabolism Devotions = Catfall, Chameleon Power

Telepathy Devotions = Contact, Mind Blank

Worm, Purple Worm - This big bad boy of the underdark often arrives alone to eat shriekers and add a bit of meat to its diet as well. The specimens most likely encountered here will be between 25' and 50' in length and about 4'-6' in diameter.

Purple Worm (AC 6, MV 9 br9, HD 15, hp 78 ea, THAC0 5, #ATT 2, D 2-24/2-8, SA swallow (a hit that hits by 4 or more means the victim is swallowed whole [can devour creatures up to 8' tall and 6' wide], swallowed victims die in 6 rounds and are digested in 2 hours, victim may cut his way out against AC 9 but juices weaken the victim for -1 damage cumulative per round), sting (tail requires a save vs poison or be slain instantly), AL N, XP 13000 ea, Source: Monstrous Manual)

Random Fungus:

At some point the party may try to sample random fungus or lichen. The DM may use this table if he is so inclined. This table can also be used for other places in the Underdark where random fungus or molds may be found.

Roll 

Result 

01-20 
No effect but not particularly edible or nutritious. Prolonged consumption over a course of several days can cause abdominal and gastric distress.

21-40 
Edible and nutritious. 

41-50 
Horrible tasting and of no use, but also not immediately unhealthful. 

51-60 
Causes illness. Victim must save under CON or become incapacitated with cramps and sweats for 2D20 hours. A save still results in distress such that the victim is -2 to hit, -1 damage [minimum of 1 point], -2 DEX, -1 AC, half movement, and 35% chance of spell failure. 

61-65 
Poison. Save vs poison at +2 or take D6 damage and suffer the effects of illness above for 1D6 hours. 

66-69 
Poison. Save vs poison or suffer 15 damage. Save results in half damage. Onset time is 1D3 rounds. 

70-72 
Poison. Save vs poison or suffer 15 damage per turn, with a new save gained each turn. Poison lasts until the victim dies or a save is made. 

73 
Deadly Poison. Save vs poison or die. Save results in 2D6 damage and illness effects as above for D100 hours. 

74-76 
Hallucinogen. Imbiber will hallucinate (DM's choice) for D6 turns. 

77-78 
Hallucinogen. Imbiber will become paranoid and act as if under a Confusion spell for D6 turns. 

79 
Deadly Hallucinogen. Imbiber will go insane. This will usually take the form of paranoia, mania, lunacy, or depression. Effects are permanent until cured. 

80-81 
Temporary Effect. Imbiber increases (01-50) or decreases (51-00) a random characteristic by 1 point for D100 turns. 

82 
Permanent Effect. Imbiber increases (01-50) or decreases (51-00) a random characteristic by 1 point permanently. 

83-84 
Reproducing. Material ingested does not digest or expel from the body of the imbiber but lodges within and grows. The imbiber, over the next few days, becomes more and more hungry no matter how much he eats. Eventually, the growing material bursts from his stomach, killing the victim and spreading its spores in a 30' cloud, which causes all within to save vs poison or suffer the same result. A Cure Disease spell will terminate the effects if cast before the material bursts. 

85-86 
Minor Potion Effect. A random potion effect occurs, though it will be minor. For example, a growth effect will increase the height of the imbiber by 1 foot. DM discretion should apply here. 

87 
Normal Potion Effect. Roll randomly. DM discretion should apply here. These types cannot be identified by type. In other words, should the party find a mushroom that provides invulnerability, finding another mushroom of the same species will not produce the same result necessarily. These types originate through strange accidents of magic and mutation. 

88-89 
Scarring. Imbiber changes his appearance, usually skin colour or gets strange looking skin or warts and suffers -2 to CHA permanently. This is not a disease and may be reversed only with a Wish spell or other such magics. 
90-96  Minor Scarring. Some minor change occurs to the imbiber's body for D100 turns. His nose might turn purple, or all of his hair might fall off or turn white. Imbiber suffers -1 CHA while the effects last. 

97-99 
Contact Poison. Reroll on this chart, and any applicable effects occur merely by handling the fungus with bare hands. 

00 
DM's choice (for example, the material may have a psychic consciousness and when imbibed it attempts to lodge its presence into the mind of the victim. Treat as either psionic domination or a Magic Jar spell).


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