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The Drow War Book Two. The Dying Of - RoseRed

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18<br />

dagger wounds in their chests. <strong>The</strong> third wields a<br />

bishop’s crook, though it does not use it as a weapon;<br />

this one has a broken neck. A Knowledge (nature) or<br />

Knowledge (dungeoneering) check (DC 20) reveals that<br />

it is very odd for spectres to want to head above ground,<br />

since they are powerless in sunlight.<br />

Spectre (3): CR 7; Medium undead (incorporeal); HD<br />

7d12; hp 45; Init +7; Spd 40 ft., fly 80 ft. (perfect);<br />

AC 15, touch 15, flat-footed 13; Base Atk +3/—; Atk<br />

+6 melee (1d8 plus energy drain, incorporeal touch);<br />

Full Atk +6 melee (1d8 plus energy drain, incorporeal<br />

touch); SA create spawn, energy drain; SQ +2 turn<br />

resistance, darkvision 60 ft., incorporeal traits, sunlight<br />

powerlessness, undead traits, unnatural aura; AL LE;<br />

SV Fort +2, Ref +5, Will +7; Str —, Dex 16, Con —,<br />

Int 14, Wis 14, Cha 15.<br />

Skills & Feats: Hide +13, Intimidate +12, Knowledge<br />

(religion) +12, Listen +14, Search +12, Spot +14,<br />

Survival +2 (+4 following tracks); Alertness, Blind-<br />

Fight, Improved Initiative.<br />

Energy Drain (Su): Living creatures hit by a spectre’s<br />

incorporeal touch attack gain two negative levels. A<br />

Fortitude save (DC 15) removes a negative level thus<br />

gained. For each such negative level bestowed, the<br />

spectre gains 5 temporary hit points.<br />

Create Spawn (Su): Any humanoid slain by a spectre<br />

becomes a spectre in 1d4 rounds. Spawn are under the<br />

command of the spectre that created them and remain<br />

enslaved until its death. <strong>The</strong>y do not possess any of the<br />

abilities they had in life.<br />

Unnatural Aura (Su): Animals, whether wild or<br />

domesticated, can sense the unnatural presence of a<br />

spectre at a distance of 30 feet. <strong>The</strong>y do not willingly<br />

approach nearer than that and panic if forced to do so;<br />

they remain panicked as long as they are within that<br />

range.<br />

Sunlight Powerlessness (Ex): Spectres are powerless in<br />

natural sunlight (not merely a daylight spell) and flee<br />

from it. A spectre caught in sunlight cannot attack and<br />

can take only a single move or attack action in a round.<br />

D: New Tunnels<br />

Here something large has bored a new tunnel through<br />

the sewer wall. This makes the guards with the Player<br />

Characters exchange glances and mutter about how<br />

they might have a point after all. <strong>The</strong> tunnel is ten feet<br />

across and appears to have been made by some sort of<br />

corrosive substance. <strong>The</strong> far end is caved in; the other<br />

end opens in section E.<br />

Aza Yog, the delver who made the tunnel, has been<br />

enslaved by the aboleth Spa-Tront and is lurking in the<br />

position indicated. If the Player Characters come too<br />

close to the pool, the aboleth will force the delver to<br />

attack them.<br />

If the Player Characters manage to survive this encounter<br />

without killing Aza Yog and are able to break the<br />

aboleth’s domination power, the delver will be gruffly<br />

thankful. If the Player Characters think to ask him for<br />

information, he will report that he has not burrowed<br />

under this area very often, as all the good minerals are<br />

gone. <strong>The</strong> little dark ones have taken them; they are<br />

making a big metal thing. <strong>The</strong> Player Characters may<br />

encounter Aza Yog again in the final adventures in this<br />

book, where he can be a useful ally.<br />

Aza Yog, Enslaved Delver: CR 9; Huge aberration;<br />

HD 15d8+78; hp 145; Init +5; Spd 30 ft., burrow 10<br />

ft.; AC 24, touch 9, flat-footed 23; Base Atk +11; Grp<br />

Ibon Presno Gonzalez (order #73006) 8

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