The Black Halls of Chaos 01
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East Entry #1 |
Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) |
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→ Leads to room #25, inhabited by 1 x Svirfneblin |
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East Entry #2 |
Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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East Entry #3 |
Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp) |
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→ Leads to room #33 |
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South Entry |
Unlocked Good Wooden Door (hard 5, 15 hp) |
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→ Leads to room #34 |
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Empty |
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Room #30 |
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North Entry |
Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
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Acid Arrow Trap: CR 3; magic; Perception DC 27; Disable Device DC |
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27; Trigger proximity (alarm); Reset none; Effect spell effect (acid |
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arrow, Atk +2 ranged touch, 2d4 acid damage for 4 rounds) |
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West Entry |
Archway |
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Monster |
2 x Orc |
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Orc: CR 1/3, XP 135; CE Medium humanoid; Init +0; Senses darkvision 60 |
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ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1); |
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Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.; |
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Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex |
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11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weapon |
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familiarity |
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Skills and Feats: Intimidate +2; Weapon Focus (falchion) |
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Room #31 |
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North Entry #1 |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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North Entry #2 |
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) |
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East Entry |
Archway |
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→ Leads to room #32, inhabited by 1 x Homunculus |
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South Entry |
Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) |
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Poisoned Dart Trap: CR 1; mechanical; Perception DC 20; Disable |
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Device DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3 |
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plus greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save]) |
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Room Features |
The room has a high domed ceiling, A faded and torn tapestry hangs from |
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the east wall |
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Room #32 |
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North Entry |
Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp) |
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West Entry |
Archway |
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→ Leads to room #31 |
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East Entry Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→Leads to room #34
Room Features A faded and torn tapestry hangs from the west wall, A tapping sound can be heard in the south side of the room
Monster 1 x Homunculus
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Homunculus: CR 1, XP 400; Any alignment (same as creator) Tiny construct; |
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Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, |
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touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11 (2d10); Fort +0, Ref +4, |
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Will +1; DA construct traits; Speed 20 ft., fly 50 ft. (good); Melee 1 bite +3 |
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(1d4-1 plus poison); Space 2-1/2 ft.; Reach 0 ft.; Str 8, Dex 15, Con -, Int |
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10, Wis 12, Cha 7; Base Atk +2, CMB +2, CMD 11 |
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Skills and Feats: Fly +10, Perception +3, Stealth +12; Lightning Reflexes |
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Room #33 |
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North Entry |
Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp) |
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The door is located several feet above the floor and concealed by an |
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illusion |
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West Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
→Leads to room #29
South Entry Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) → Leads to room #37, inhabited by 1 x Ghoul
Empty
Room #34 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→Leads to room #29
West Entry #1 Trapped and Stuck Stone Door (break DC 28; hard 8, 60 hp)
Camouflaged Pit Trap: CR 3; mechanical; Perception DC 25; Disable
Device DC 20; Trigger location; Reset manual; Effect 30 ft. deep pit (3d6 falling damage); DC 20 Reflex avoids; multiple targets (all targets in a 10 ft. square area)
→Leads to room #32, inhabited by 1 x Homunculus
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West Entry #2 |
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) |
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East Entry #1 |
Trapped and Locked Strong Wooden Door (Open Lock DC 40, break DC 25; |
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hard 5, 20 hp) |
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Falling Block: CR 3; mechanical; Perception DC 22; Disable Device |
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DC 20; Trigger location; Reset none; Effect Atk +12 melee (2d6); |
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multiple targets (all targets in a 10 ft. square area) |
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East Entry #2 |
Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 |
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hp) |
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The door is concealed behind a tapestry of arcane patterns |
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East Entry #3 |
Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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→ Leads to room #37, inhabited by 1 x Ghoul |
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Room Features |
A chute falls into the room from above, A set of demonic war masks hangs |
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on the west wall |
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Room #35 |
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North Entry #1 |
Unlocked Good Wooden Door (hard 5, 15 hp) |
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North Entry #2 |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 |
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to break DC) |
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→ Leads to room #27 |
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East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→Leads to room #36, inhabited by 1 x Homunculus
South Entry #1 Stuck Stone Door (break DC 28; hard 8, 60 hp) → Leads to room #37, inhabited by 1 x Ghoul
South Entry #2 Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp)
The door is concealed behind a statue of a medusa, and opened by opening her eyes
→Leads to room #38, inhabited by 1 x Homunculus
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Room Features |
A stone ramp ascends towards the south wall, The floor is covered in |
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square tiles, alternating white and black |
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Room #36 |
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West Entry |
Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) |
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→ Leads to room #35 |
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South Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides down, +1 |
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to break DC) |
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Room Features |
Someone has scrawled an eldritch symbol on the north wall, The scent of |
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smoke fills the west side of the room |
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Monster |
1 x Homunculus |
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Homunculus: CR 1, XP 400; Any alignment (same as creator) Tiny construct; |
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Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, |
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touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11 (2d10); Fort +0, Ref +4, |
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Will +1; DA construct traits; Speed 20 ft., fly 50 ft. (good); Melee 1 bite +3 |
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(1d4-1 plus poison); Space 2-1/2 ft.; Reach 0 ft.; Str 8, Dex 15, Con -, Int |
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10, Wis 12, Cha 7; Base Atk +2, CMB +2, CMD 11 |
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Skills and Feats: Fly +10, Perception +3, Stealth +12; Lightning Reflexes |
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Room #37 |
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North Entry #1 |
Locked Stone Door (Open Lock DC 40, break DC 28; hard 8, 60 hp) |
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→ Leads to room #33 |
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North Entry #2 |
Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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→ Leads to room #35 |
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West Entry |
Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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→ Leads to room #34 |
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Room Features |
A narrow shaft descends from the room into a midden chamber below, |
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Someone has scrawled "Wisym's Guild killed sixteen ghouls here" on the |
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east wall |
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Monster |
1 x Ghoul |
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Ghoul: CR 1, XP 400; CE Medium undead; Init +2; Senses darkvision 60 ft.; |
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Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13 |
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(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; |
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Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 |
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plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to |
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this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, |
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CMB +2, CMD 14 |
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Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim |
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+3; Weapon Finesse |
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Treasure: Masterwork Padded Armor (155 gp); hoard total 155 gp |
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Room #38 |
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North Entry |
Secret (Search DC 20) Unlocked Simple Wooden Door (hard 5, 10 hp) |
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The door is concealed behind a statue of a medusa, and opened by |
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opening her eyes |
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→ Leads to room #35 |
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West Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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East Entry |
Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) |
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South Entry Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, break DC 25; hard 5, 20 hp)
The door is concealed within a mosaic of legendary monsters
→Leads to room #43, inhabited by 3 x Drow
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Monster |
1 x Homunculus |
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Homunculus: CR 1, XP 400; Any alignment (same as creator) Tiny construct; |
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Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, |
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touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11 (2d10); Fort +0, Ref +4, |
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Will +1; DA construct traits; Speed 20 ft., fly 50 ft. (good); Melee 1 bite +3 |
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(1d4-1 plus poison); Space 2-1/2 ft.; Reach 0 ft.; Str 8, Dex 15, Con -, Int |
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10, Wis 12, Cha 7; Base Atk +2, CMB +2, CMD 11 |
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Skills and Feats: Fly +10, Perception +3, Stealth +12; Lightning Reflexes |
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Trap |
Poisoned Dart Trap: CR 1; mechanical; Perception DC 20; Disable Device |
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DC 20; Trigger touch; Reset none; Effect Atk +10 ranged (1d3 plus |
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greenblood oil [injury, Fort DC 13, 1/rd. for 4 rds., 1 Con, 1 save]) |
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Hidden Treasure |
Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 25, break DC 28; |
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hard 10, 60 hp) |
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34 gp, 360 sp, 800 cp; Alabaster (9 gp), Bloodstone (50 gp), Freshwater |
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Pearl (11 gp), Milky Quartz (45 gp), Rhodochrosite (7 gp), Shell (13 gp); |
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Scroll of Bane (cr, 25 gp); hoard total 238 gp |
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Room #39 |
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East Entry |
Archway |
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South Entry |
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 |
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hp) |
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→ Leads to room #42, inhabited by 2 x Orc |
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Monster |
2 x Orc |
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Orc: CR 1/3, XP 135; CE Medium humanoid; Init +0; Senses darkvision 60 |
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ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1); |
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Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.; |
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Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex |
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11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weapon |
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familiarity |
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Skills and Feats: Intimidate +2; Weapon Focus (falchion) |
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Hidden Treasure |
Hidden (Search DC 25) Trapped and Locked Iron Chest (Open Lock DC 30, |
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break DC 28; hard 10, 60 hp) |
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Arrow Trap: CR 2; mechanical; Perception DC 22; Disable Device DC 22; |
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Trigger location; Reset manual; Effect Atk +12 ranged (1d6/x3) |
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41 gp, 247 sp, 1080 cp; Alabaster (9 gp), Carnelian (45 gp), Shell (12 gp); |
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Polished darkwood chalice (50 gp); Potion of Feather Step (apg, 50 gp); |
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hoard total 242 gp 5 sp |
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Room #40 |
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West Entry |
Unlocked Good Wooden Door (hard 5, 15 hp) |
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East Entry |
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
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→ Leads to room #41 |
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Empty |
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Room #41 |
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West Entry |
Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp) |
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→ Leads to room #40 |
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South Entry |
Archway |
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→ Leads to room #44, inhabited by 1 x Ghoul |
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Empty
Room #42 |
North Entry |
Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 |
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hp) |
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→ Leads to room #39, inhabited by 2 x Orc |
East Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→Leads to room #43, inhabited by 3 x Drow
South Entry #1 Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
The door is concealed behind a pile of broken stone
Falling Block: CR 1; mechanical; Perception DC 20; Disable Device
DC 22; Trigger location; Reset none; Effect Atk +10 melee (3d6); multiple targets (all targets in a 10 ft. square area)
→Leads to room #44, inhabited by 1 x Ghoul
South Entry #2 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→Leads to room #45, inhabited by 1 x Darkmantle
South Entry #3 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry #4 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
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Room Features |
A set of demonic war masks hangs on the west wall, A pile of empty flasks |
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lies in the west side of the room |
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Monster |
2 x Orc |
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Orc: CR 1/3, XP 135; CE Medium humanoid; Init +0; Senses darkvision 60 |
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ft.; Perception -1; AC 13, touch 10, flat-footed 13 (+3 armor); hp 6 (1d10+1); |
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Fort +3, Ref +0, Will -1; DA ferocity; Weak light sensitivity; Speed 30 ft.; |
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Melee falchion +5 (2d4+4/18-20); Ranged javelin +1 (1d6+3); Str 17, Dex |
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11, Con 12, Int 7, Wis 8, Cha 6; Base Atk +1, CMB +4, CMD 14; SQ weapon |
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familiarity |
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Skills and Feats: Intimidate +2; Weapon Focus (falchion) |
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Room #43 |
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North Entry |
Secret (Search DC 25) Locked Strong Wooden Door (Open Lock DC 30, |
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break DC 25; hard 5, 20 hp) |
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The door is concealed within a mosaic of legendary monsters |
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→ Leads to room #38, inhabited by 1 x Homunculus |
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West Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→Leads to room #42, inhabited by 2 x Orc
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
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Monster |
3 x Drow |
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Drow: CR 1/3, XP 135; CE Medium humanoid (elf); Init +2; Senses |
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darkvision 120 ft.; Perception +2; AC 15, touch 12, flat-footed 13 (+2 armor, |
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+2 Dex, +1 shield); hp 5 (1d10); Fort +2, Ref +2, Will -1; +2 vs. |
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enchantment, +2 vs. enchantment; Immune sleep; SR 7; Weak light |
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blindness; Speed 30 ft.; Melee rapier +2 (1d6/18-20); Ranged hand |
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crossbow +3 (1d4/19-20 plus poison); Str 11, Dex 15, Con 10, Int 10, Wis 9, |
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Cha 10; Base Atk +1, CMB +1, CMD 13; SQ poison use |
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Skills and Feats: Perception +2, Stealth +2; Weapon Finesse |
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Treasure: 4 gp, 80 sp; Masterwork Chain Shirt (250 gp); Potion of Virtue (cr, |
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25 gp); hoard total 287 gp |
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Room #44 |
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North Entry #1 |
Archway |
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→Leads to room #41
North Entry #2 Secret (Search DC 20) Trapped and Locked Strong Wooden Door (Open
Lock DC 20, break DC 25; hard 5, 20 hp)
The door is concealed behind a pile of broken stone
Falling Block: CR 1; mechanical; Perception DC 20; Disable Device
DC 22; Trigger location; Reset none; Effect Atk +10 melee (3d6); multiple targets (all targets in a 10 ft. square area)
→Leads to room #42, inhabited by 2 x Orc
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West Entry |
Stuck Stone Door (break DC 28; hard 8, 60 hp) |
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East Entry |
Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to |
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break DC) |
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→ Leads to room #45, inhabited by 1 x Darkmantle |
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Monster |
1 x Ghoul |
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Ghoul: CR 1, XP 400; CE Medium undead; Init +2; Senses darkvision 60 ft.; |
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Perception +7; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural); hp 13 |
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(2d8+4); Fort +2, Ref +2, Will +5; DA channel resistance +2; Speed 30 ft.; |
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Melee bite +3 (1d6+1 plus disease and paralysis) and 2 claws +3 (1d6+1 |
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plus paralysis); SA paralysis (1d4+1 rounds, DC 13, elves are immune to |
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this effect); Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 14; Base Atk +1, |
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CMB +2, CMD 14 |
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Skills and Feats: Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim |
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+3; Weapon Finesse |
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Treasure: 37 gp, 260 sp, 600 cp; Hematite (9 gp), Jasper (50 gp), Lapis |
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Lazuli (8 gp), Moonstone (50 gp), Tigereye (10 gp), Turquoise (7 gp); Oil of |
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Arcane Mark (cr, 25 gp); hoard total 228 gp |
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Room #45 |
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North Entry |
Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) |
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→ Leads to room #42, inhabited by 2 x Orc |
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West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp) (slides to one side, +1 to break DC)
→Leads to room #44, inhabited by 1 x Ghoul
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 1 x Darkmantle
Darkmantle: CR 1, XP 400; N Small magical beast; Init +6; Senses blindsight 90 ft., darkvision 60 ft., low-light vision; Perception +4; AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size); hp 15 (2d10+4); Fort +5, Ref +5, Will +0; Speed 20 ft., fly 30 ft. (poor); Melee slam +3 (1d4+4 plus grab); SA constrict (1d4+4), grab (any size); Str 11, Dex 15, Con 14, Int 2, Wis 11, Cha 10; Base Atk +2, CMB +1 (+5 grapple), CMD 13 (can't be tripped); SQ spell-like abilities
Skills and Feats: Fly +5, Perception +4, Stealth +10; Improved Initiative
The Black Halls of Chaos by drow
http://donjon.bin.sh/
Some content used under the terms of the Open Gaming License