TacticsInfernus is a formidable opponent and well versedin fighting humanoids. He eagerly engages the PCs,reveling in the chance to kill. He focuses his attacksagainst humans and tieflings first, but he’s not foolishenough to ignore other PCs.Round 1: Infernus lifts off the ground and fliesforward, spending an action point to move twice andstill use his frightful presence.Round 2: Infernus hovers above the PCs and useshis breath weapon against as many characters as hecan catch in the blast. He then moves to land on theledge behind the PCs, if possible.Round 3+: Infernus makes a bite attack againstthe closest PC he can reach and spends an actionpoint to use double attack against another character.Finally, he uses his tail strike to strike any annoyingflankers.If Infernus becomes bloodied and uses his bloodiedbreath, he considers flying out of the volcano if he’sfaring poorly against the PCs. Otherwise, he attemptsto bull rush enemies into the magma to eliminatetroublesome PCs who have managed to escape theworst of his attacks.DevelopmentAlthough Infernus is content to fight the PCs in hislair, his battles against the tieflings of Bael Turathtaught him the value of retreat. He readily flees thevolcano if the PCs manage to survive 4 rounds offighting, flying over their heads and up through thecone. After he is out, Infernus circles around thevolcano to look for signs of how the party reachedhis island. While the PCs follow him or tend to theirinjuries, the dragon attacks any allies who remainedabove or rips apart any vehicles the characters leftbehind.When Infernus sees the PCs emerge from thevolcano, he engages them again if his breath weaponhas recharged. This time, he uses immolate foe to hitartillery characters who had success against him inhis lair. Afterward, Infernus flies back into his lair torecharge his breath weapon.Features of the AreaIllumination: Dim light from the volcano’s fierymagma.Boiling Water: A pool of boiling water covers thefloor near the back of the chamber. Characters startingtheir turns adjacent to the boiling water take 5fire damage, and those entering a square of boilingwater take 20 fire damage.Bones: Infernus keeps a big pile of the bones ofthe azers and whales he’s eaten. Beneath the mess lieshis hoard. Mindful of the heat, Infernus keeps onlyitems that can survive the furnacelike environment.His hoard includes 87 pp, 8,261 gp, 5,993 sp, and44,070 cp, all half melted into large chunks; a platinumbar (5,000 gp); a pillar of blended narwhal ivoryscorched black by the heat (7,500 gp); a steel Arkhosianmedal awarded to Infernus for courage (2,500gp); three fire opals (1,000 gp each); three diamonds(5,000 gp each); and a level 21 magic item.A square containing bones is difficult terrain.Heat: It’s extremely hot on the dragon’s ledge. Atthe end of each character’s turn spent here, that charactermust make a saving throw or lose one healingsurge. Inside the caldera, the heat from the volcanodeals 5 fire damage to a character for each round heor she spends in the area.Magma: Beyond the ledge lies the heart of the volcano,a pool of churning magma about 70 feet below.Characters who fall into the magma take fallingdamage and other damage as described under area 2on page 136.Uneven Floor: The floor is uneven and drops 5feet, climbs 5 feet, and drops 10 feet as indicated onthe tactical map. A character can hop down 5 feetwithout slowing down, but it costs 1 extra square ofmovement to scramble up 5 feet, and an Athleticscheck is required to climb or jump down 10 feet .ConclusionInfernus continues leading the PCs into and out ofhis lair, wearing them down all the while, until thecharacters manage to corner him or he finally wipesthem out.VOLCANO LAIRCHAPTER 3 | Dragon Lairs141
THE TOMB OF URUM-SHARA lair for five 27th-level adventurersUrum-Shar is one of the most infamous membersof the surviving bloodline of Nefermandias the ForsakenPharaoh (see page 240). The ancient browndragon is said to possess an emperor’s ransom in treasuresand ancient lore—and to have surrounded thehoard with an array of traps and fiendish devices tomake even epic adventurers think twice.HistoryUnlike her father, who ruled Maru-Qet with ambitionand religious zealotry, Urum-Shar and her siblingssought only the luxuries that came with power. Traditiondictated that each draconic ruler dwell in herown tomb so that she would have the same comfortsin life and in death, and Urum-Shar spent uncountedgold—and the lives of whole villages of slaves—in theconstruction of her abode.When Maru-Qet fell in Nefermandias’s war withthe catastrophic <strong>dragons</strong>, his youngest daughter wasone of the few who survived. Today, she sulks in hertomb, venturing out on occasion to steal treasures,slaves, and taste sensations from the desert’s nomadictribes, and even from various communities beyondMaru-Qet’s borders. Urum-Shar is a fallen demigod,but she refuses to lie quietly.EnvironmentMaru-Qet is a burning desert, swept by vicioussandstorms and savaged by horrific extremes of temperature.By day, the heat is stifling, baking the lifefrom all but the hardiest of travelers. The cold at nightis less severe but still biting enough to hinder andharm. To withstand the temperatures, the PCs mustmake DC 26 Endurance checks by day and DC 22Endurance checks by night (see “Environmental Dangers,”Dungeon Master’s Guide, page 158).A LARGER TOMBAs written, this lair is not an adventure location on itsown. It represents the innermost sanctum of a largercomplex, reached only after the PCs have survived a hostof other death traps, guardians, and curses. Regardless ofhow you use the tomb, the lair is set underground, accessibleonly through a deep hole or tunnel. The PCs mustdescend by using the existing ladder, their own ropes,or—perhaps more likely at this level—magic.Stone ruins of the old empire protrude from thedesert’s sands. Most are empty shells, the bones ofMaru-Qet’s dead skeleton, but some serve as shelterfor the region’s nomadic tribes or as homes to farmore monstrous inhabitants.The tomb is protected by a variant of the Forbiddanceritual. No teleportation effects can carrysomeone into or out of any level of the tomb (with theexception of area 9). Inside the tomb, short-range teleportationwithin line of sight functions normally, butteleportation beyond line of sight fails, even a simpletrip from one side of a wall to the other.Approaching the TombWhen the PCs enter the hole or tunnel thatleads to the tomb, read:The passage seems to fall away into infinity as you descend.The walls are of rough rock, chipped and sharp, as thoughsomeone broke away a portion of the earth through bruteforce.Even stranger, however, is the sound. The great pitsubtly vibrates, and the air is filled with a dull, grindingrush. It’s as if a great torrent of water were flowing throughpipes and passages in the surrounding earth.When the PCs reach the end of the hole, read:The passage opens up into a square chamber—thoughperhaps “cavern” might be a more apt description, given itsenormous size.The strange reverberations you heard now have an obviouscause. A few yards north of you, a second hole in theceiling releases a torrent of sand, a waterfall of grit pouringinto the center of the chamber. There it sprays over the topof a massive ziggurat of black stone, a basalt monstrositythat dominates the cavern.In areas 1 through 4, the sound of rushing sandimposes a –5 penalty to Perception checks to detectanything more than 1 square distant.Area 1: The CrownIf nothing else, this great underground zigguratserves as evidence of Urum-Shar’s twisted sense ofgrandeur.If the PCs reach the top of the ziggurat, read:To the south descends an impossibly steep staircase. On theother three sides, steep channels cut into the ziggurat directthe falling sand into veritable rivers that flow out into thecavern. The sand has accumulated alongside those channelsand on the ziggurat’s various ledges.142CHAPTER 3 | Dragon Lairs
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DragonsCruelandCunningThe evil and
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CREDITSDesignBruce R. Cordell (lead
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ORIGINSOnly the most arrogant enthu
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describe every ingredient of a stew
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In truth, “breath weapon” is a
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Elder dragons lay eggs less often t
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Also at this age, dragons begin to
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OUTLOOK AND PSYCHOLOGYThe true secr
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20As to where this drive might come
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these prideful, territorial creatur
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series of novels, the armies of Tak
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NamingDragons have a long history o
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28MeloraMelora is the deity of the
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observer of the world. When dragons
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Blue DragonsBlue dragons, also know
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combat, all for a chance to bite a
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thrill or challenge for the chase.
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part with their wealth as any other
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might lay their eggs in places wher
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42backgrounds—with the possible e
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CHAPTER 2DM’s Guide to Dragons2Th
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Tactics: The brown dragon opens wit
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challenge takes a -2 penalty until
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Countermeasures✦ An adjacent char
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within the ranks step forward to ta
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of thieves. Between the thieves’
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The final challenge of the campaign
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a dragon can have acquired treasure
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of 500 casks of dwarven ale doesn
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Defining Art Objects: When designin
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Materials: A quick examination of t
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70worth a few hundred gold pieces o
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72there’s no guarantee that the m
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LEVEL 14 (MONETARY TREASURE 12,000
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LEVEL 30 (MONETARY TREASURE 1,900,0
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If the owner deliberately seeks out
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Moving On“I have become one with
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Unconquered Standardof ArkhosiaThe
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determines the DC for the Arcana ch
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Your Arcana check result determines
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that ritual. The brain of a wyrmlin
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- Page 124 and 125: 3 Bodak Skulks (S) Level 16 LurkerM
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- Page 132 and 133: JASON A. ENGLEOrukurtz (O)Level 19
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- Page 148 and 149: Hellish HalberdLevel 25 Elite Obsta
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- Page 154 and 155: ABYSSAL LAIRCHAPTER 3 | Dragon Lair
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- Page 164 and 165: REGNANT FANETacticsThe guardians fi
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- Page 169 and 170: 168Chromatic DragonsBrown, gray, an
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A blazewyrm values its own life les
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Pyroclastic DragonNO DRAGON BETTER
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Faerie Dragon FlitterwingTacticsA f
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SHADOWFELL DRAGONSThe dragons of th
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Undead DragonsLong-lived as they ar
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Icewrought Dracolich Level 16 Solo
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204to create draconic wraiths, but
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Deathless HungerA DRAGON’S BODY B
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SiegewyrmTHE LARGEST OF THE DRACONI
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Other CreaturesThis section present
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DRACONIC PARASITEEven dragons are n
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DRAGONBORNSOME DRAGONBORN FIND TIAM
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(preferably dealing extra damage wi
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DRAGONSPAWNDragonspawn are savage m
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screams with well-placed turns of r
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DRAKETheir reptilian appearance cau
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KOBOLDKobolds are devious creatures
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Dragonkin KoboldsTHESE KOBOLDS TURN
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LIVING BREATHA POWERFUL DRAGON CAN
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SQUAMOUS THINGSQUAMOUS THINGS ARE A
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Dragon Hall of FameOver the history
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CYAN BLOODBANEOF ALL THE GREEN DRAG
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DRAGOTHAIN THE SHADOW OF FABLED WHI
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GULGOLDEEP IN THE SWAMPS OF A MARSH
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NEFERMANDIASDRY WINDS AND HOT SAND
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RIMEINHABITANTS OF THE FAR-FLUNG NO
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TIAMATTIAMAT IS THE EVIL GOD OF WEA
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246Aspect of TiamatTiamat is able t
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ZEBUKIELIN THE FINAL DAYS OF THE WA
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TemplatesAs described in the Dungeo
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C Acid Spray (immediate reaction, w
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In place of frightful presence, the
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The high-stakes game of chance pref