Level 5

KEY TO LEVEL V: SERVICE DECK 6, OR GARDEN between DECKS

1. Lurker Above:

Creature (EL 8): Lurker above, hp 101; see Appendix I: New Monsters.

2. Physical Training Fleshpriests: A DC 15 Search check is required to find the diary and other items in the mess of items strewn about the room.

Creatures (EL 12+): Fleshpriests (3), hp as listed; see Appendix I: New Monsters.

Fleshpriest 1: This is the boxing and wrestling training Fleshpriest. The Fleshpriest will throw punches at any opponent that enters an area it threatens. After “softening” its opponent up with some punches, it will attempt to start a grapple. If the Fleshpriest successfully grapples an opponent, it will deal 1d6+5 points of damage each round until its opponent is dead. The Fleshpriest will not break the hold until it or its opponent is dead.

Boxing and Wrestling Fleshpriest: CR 6; Medium construct; HD 7d10+20; hp 66; Init +8; Spd 30 ft.; AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural); Base Atk +5; Grp +10; Atk +10 melee (1d6+5, slam); Full Atk +10 melee (1d6+5, 2 slams); SQ Construct traits, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10; AL N; SV Fort +4, Ref +6, Will +4; Str 21, Dex 18, Con –, Int 11, Wis 14, Cha 10
Skills: Bluff +5, Intimidate +7, Sense Motive +6, Tumble +8
Feats: Improved Grapple, Improved Initiative, Improved Unarmed Strike
Immunity to Magic (Ex): An Fleshpriest is only affected by spells or spell-like abilities that can affect objects. Fleshpriests are susceptible to the heat metal spell.
Fire Vulnerability (Ex): If an Fleshpriest is completely immersed in water for 3 rounds, it will short-circuit.
Construct: Immune to all mind-effecting effects. Immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain or death from massive damage.

Fleshpriest 2: This is the fencing trainer. It is armed with a faulty fencing epee (damage as a rapier) that will deal 1d6 points of electrical damage with each hit (as a shock weapon).

Fencing Fleshpriest: Fleshpriest Ftr6; CR 12; Medium construct; HD 7d10+20 plus 6d10; hp 91; Init +8; Spd 30 ft.; AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural); Base Atk +11; Grp +14; Atk +17 melee (1d6+5/18-20 plus 1d6 electricity, rapier); Full Atk +17/+12/+7 melee (1d6+5/18-20 plus 1d6 electricity, rapier); SQ Construct traits, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10; AL N; SV Fort +9, Ref +8, Will +6; Str 16, Dex 19, Con –, Int 11, Wis 14, Cha 10
Skills: Balance +7, Climb +7, Jump +8, Intimidate +3, Listen +4, Spot +4, Tumble +7
Feats: Combat Reflexes, Dodge, Greater Weapon Focus (rapier), Improved Initiative, Mobility, Quick Draw, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Immunity to Magic (Ex): An Fleshpriest is only affected by spells or spell-like abilities that can affect objects. Fleshpriests are susceptible to the heat metal spell.
Fire Vulnerability (Ex): If an Fleshpriest is completely immersed in water for 3 rounds, it will short-circuit.
Construct: Immune to all mind-effecting effects. Immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain or death from massive damage.

Fleshpriest 3: This is the martial arts trainer. If it’s opponent can communicate with it and succeeds in an opposed Bluff check, it can be convinced to attack the boxing Fleshpriest, as described in the adventure.

Martial Arts Fleshpriest: Fleshpriest Mnk2; CR 8; Medium construct; HD 7d10+20 plus 2d8; hp 67; Init +8; Spd 30 ft.; AC 20, touch 16, flat-footed 16 (+4 Dex, +2 Wisdom, +4 natural); Base Atk +6; Grp +9; Atk +9 melee (1d6+3, unarmed strike); Full Atk +9/+4 melee (1d6+3, unarmed strike); SA Flurry of blows, stunning fist 3/day (DC 16); SQ Construct traits, evasion, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10; AL N; SV Fort +5, Ref +9, Will +7; Str 16, Dex 18, Con –, Int 11, Wis 14, Cha 10
Skills: Balance +8, Climb +5, Jump +8, Listen +7, Sense Motive +4, Spot +7, Tumble +9
Feats: Acrobatic, Alertness, Combat ReflexesB, Dodge, Improved Initiative, Stunning FistB
Immunity to Magic (Ex): An Fleshpriest is only affected by spells or spell-like abilities that can affect objects. Fleshpriests are susceptible to the heat metal spell.
Fire Vulnerability (Ex): If an Fleshpriest is completely immersed in water for 3 rounds, it will short-circuit.
Construct: Immune to all mind-effecting effects. Immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, non-lethal damage, ability damage, ability drain, fatigue, exhaustion, energy drain or death from massive damage.

3. Eye of the Deep:

Creature (EL 8): Eye of the deep, hp 65; see Appendix I: New Monsters.

4. Shedu: A successful DC 30 Search check is required to find the shedim’s treasure.

Creatures (EL 12): Shedu (2), hp 81, 79; Fiend Folio, p. 153.

5. Doppelgangers: The intense steam in the baths will give creatures in the room the benefit of concealment (20% miss chance, PHB p. 152). The doppelgangers will use their detect thoughts ability to try and discern the location of their victims.

Creatures (EL 7): Doppelgangers (4), hp 22 each; Monster Manual, p. 67.

6. Physical Fitness Fleshpriest: If the Fleshpriest scores a critical hit on a victim from throwing a piece of athletic equipment, the victim must roll a DC 15 Reflex save. Failure indicates the victim has broken a limb (roll a d4; 1= right arm, 2= left arm, 3= right leg, 4= left leg) and that limb is now useless. Any piece of athletic equipment used as a weapon should be considered an improvised medium weapon (-4 penalty on attack rolls, 1d6 damage, 10 ft. range increment).

Creature (EL 6): Physical fitness Fleshpriest, hp 58; see Appendix I: New Monsters.

Physical Fitness Fleshpriest: CR 6; Medium construct; HD 7d10+20; hp 58; Init +8; Spd 30 ft.; AC 18, touch 14, flat-footed 14 (+4 Dex, +4 natural); Base Atk +5; Grp +8; Atk +8 melee (1d6+3, slam); Full Atk +8 melee (1d6+3, slam), or +9 ranged; SQ Construct traits, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10; AL N; SV Fort +4, Ref +6, Will +4; Str 16, Dex 18, Con –, Int 11, Wis 14, Cha 10
Skills: Climb +11, Intimidate +5, Jump +9, Tumble +7
Feats: Athletic, Improved Initiative, Run
Immunity to Magic (Ex): An Fleshpriest is only affected by spells or spell-like abilities that can affect objects. Fleshpriests are susceptible to the heat metal spell.
Fire Vulnerability (Ex): If an Fleshpriest is completely immersed in water for 3 rounds, it will short-circuit.
Construct: Immune to all mind-effecting effects. Immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, stunning, energy drain or death from massive damage.

7. Trapped Fleshpriest and Gasbats: A DC 20 Strength check is required to move the crate.

Creatures (EL 9): Standard Fleshpriest, hp 58; see Appendix I: New Monsters.
Gasbats (40), hp 2 each; see Appendix I: New Monsters.

8. Shriekers:

Creatures (EL 6): Shriekers (5), hp 11 each; Monster Manual, p. 112.
Piercers (4), hp 26 each; see Appendix I: New Monsters.

Piercer (Advanced): CR 1; Medium vermin; HD 4d8+8; hp 26; Init –3; Spd 5 ft., climb 5 ft.; AC 17, touch 7, flat-footed 17 (-3 Dex, +10 natural); Base Atk +3; Grp +6; Atk/Full Atk +6 melee (1d6+3/19-20, gore); Space/Reach 5 ft./0 ft.; SA Acid; SQ Darkvision 60 ft., vermin; AL N; SV Fort +6, Ref -2, Will +1; Str 16, Dex 4, Con 15, Int – , Wis 11, Cha 4
Skills: –
Feats: Improved Critical (gore)B
Vermin: Immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Skills: Piercers receive a +15 racial bonus to Hide checks in areas that contain stalactites and stalagmites.

9. Mind Flayer: The spotlight and grenades are detailed in Appendix II: New Weapons and Equipment. If the mind flayer rigs the spotlight, the trip cord can be found with a DC 20 Search check. If the cord is tripped, all characters in range of the light must succeed at a DC 20 Reflex save. Characters that fail are blinded for 1 round.

Creature (EL 8): Mind flayer, hp 44; Monster Manual, p. 112.

10. Worker Golems: The worker Golems in this cargo hold are all of Huge size (12 HD). Summoned worker Golems will also be of Huge size.

Creatures (EL 14): Advanced worker Golems (6), hp 106 each; see Appendix I: New Monsters.
Bulette, hp 94; Monster Manual, p. 30.

Advanced Worker Golem: CR 9; Huge construct; HD 12d10+40; hp 106; Init +0; Spd 30 ft.; AC 16, touch 8, flat-footed 16 (-2 size, +8 natural); Base Atk +9; Grp +29; Atk +19 melee (1d8+12, slam); Full Atk +19 melee (1d8+12, 2 slams); Space/Reach 15 ft./15 ft.; SA Tractor/repulsor beam (DC 22); SQ Construct traits, low-light vision, darkvision 60 ft., cold immunity, immunity to magic, acid and fire resistance 10; AL N; SV Fort +4, Ref +4, Will +4; Str 35, Dex 11, Con –, Int –, Wis 10, Cha 10
Skills: –
Feats: –
Immunity to Magic (Ex): A worker Golem is only affected by spells or spell-like abilities that can affect objects. Worker Golems are susceptible to the heat metal spell.
Tractor/Repulsor Beam (Ex): Worker Golems are fitted with a heavy-duty version of the tractor beams built into Extruder Golems. It functions the same way as a Extruder Golem’s does.
Construct: Immune to all mind-effecting effects. Immune to poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. Not subject to critical hits, stunning, energy drain or death from massive damage.

Solid Areas: See Appendix II: New Magical Items and Equipment for plasteel statistics.

USE ILLUSTRATION #17.
This service area was primarily for the water circulation machinery for the garden deck, purification of this water, spraying, and so forth.
SPLOTCH MARKED AREAS are covered with various colors of perfectly harmless mold - yellowish, greenish, pinkish, and bluish growths in mixed patches.
SOLID AREAS are continuations of the area above. They cannot be entered. Walls are plasteel.

EASTERN AREA FROM NORTH TO SOUTH at the edge of the lake’s bulkhead there is an area that is covered with condensation. The floor in this region is covered with small puddles here and there. Anyone running here has a 1 in 6 chance of slipping and falling with the following results:

Eastern Area from North to South: Anyone running in the wet areas must succeed at a DC 12 Balance check. Failing the check by more than 5 requires the character to make a DC 15 Reflex save (in addition to falling prone). Characters that fail the save suffer additional injury (roll a d6):

1-2: The character is stunned (DMG p. 301) for 1d4+1 rounds.
3-4: The character is knocked unconscious for 1d2x10 minutes.
5-6: The character is knocked unconscious for 1d3x10 minutes and takes 1d4 points of damage.

1. Entry way to deck above. These hatches require a brown color emblem to operate from this side.

2. SHALLOW POOL: A stream of water from a nearby pipe and dripping water from overhead form a very shallow pool of water which drains slowly eastwards to the drop terminus tube there. In the western third of the pool dwells a very large slithering tracker: AC 5, MV 12", HD 5 (treat as a 9 HD monster), hp 40; transparent ‘tracker is impossible to see in the water. This 31/2' long creature will strike like a snake at all who enter the pool, hoping to bring down as much prey as possible, for otherwise it must hunt below. The secretions from this particular creature cause all saving throws to be made at -2.

Creature (EL 6): Advanced slithering tracker, hp 76; see Appendix I: New Monsters.

Advanced Slithering Tracker: CR 6; Small ooze; HD 9d10+27; hp 76; Init -5; Spd 10 ft., climb 10 ft.; AC 6, touch 6, flat-footed 6 (+1 size, -5 Dex); Base Atk +6; Grp +2; Atk/Full Atk +6 melee (1d4 plus paralysis, slam); SA Paralysis (DC 17), engulf, plasma drain; SQ Ooze, blindsight 60 ft., transparent; AL N; SV Fort +6, Ref -2, Will -2; Str 10, Dex 1, Con 16, Int –, Wis 1, Cha 1
Skills: –
Feats: –
Paralysis (Ex): Slithering trackers secrete an anaesthetizing slime. A target hit by a tracker’s slam attack must succeed at a DC 17 Fortitude save or become paralyzed for 1d6 hours. The save is Con-based.
Engulf (Ex): A Medium or smaller paralyzed creature can be covered in a single round as a standard action by the slithering tracker. It cannot make a slam attack during a round in which it engulfs. Engulfed creatures are subjected to the tracker’s plasma drain attack and are considered grappled.
Plasma Drain (Ex): A slithering tracker deals 1d2 points of Constitution damage per round to an engulfed creature. Once a victim’s Con score is reduced to zero he dies and his body is dissolved and consumed by the tracker.
Transparent (Ex): The slithering tracker is nearly impossible to see, even in ideal conditions, and it takes a base DC 17 Spot check to notice one.
Ooze: Immune to all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects), gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Immune to poison, sleep effects, paralysis, polymorph and stunning. Not subject to critical hits or flanking.

3. YELLOW MOLD: Growing overhead, each person 51/2' tall or taller has a 10% chance of roughly contacting it (unless appropriate precautions are taken) and causing spore cloud release. Spore cloud from contact will fill a 1” radius sphere, and all within must save versus poison or be choked to death by yellow mold filling their lungs with its growth.(Cure disease will negate these effects.)

Yellow Mold: Medium and larger creatures passing under the mold without taking appropriate precautions must succeed at a DC 15 Reflex save or cause a spore cloud release.

Hazard (EL 6): Yellow mold; Dungeon Master’s Guide, p. 76.

4. DAMP FLOOR (GRAY OOZE): AC 8, MV 1”, HD 3+3, hp 24, 23, 20, 19, 17, 14, #AT 1, D 2-16; spells, cold, and heat (including lasers) do not effect these monsters, but normal weapon attacks, as well as needlers, paralyzers, and blasters, do. Three (even numbers of hit points) are in the western area, three are to the east.

Creatures (EL 7): Grey oozes (3), hp 36, 34, 31; Monster Manual, p. 202.

5. WHEELY SLED: (See level II key and ILLUSTRATION #18, for details.) This vehicle will malfunction as follows: once used for a round, the vehicle will begin to accelerate and its steering mechanism will lock, so no turning is possible. The vehicle will reach whatever rate of speed possible before smashing into something solid. Of course, players can elect to have their characters bail out

6. REPAIR GOLEM FACILITY: lnsidearetwoworkerGolemswhich do not function. If they are carefully examined, it will be discovered that an atmosphere analyzer is bolted to the case of the second, and it can be removed with relative ease.

13. RADIATION AREA: See key to level I, 13.

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