REDHILL MINES
These ancient dwarven silver mines are reputedly haunted. The mines are naturally lit by giant scarab beetles that graze on bat guano and hunt smaller vermin of
The Below. These beetles can make ear-splitting buzzing sounds and light up their abdomen with the fiery radiance. Recent incursions of outsiders from the
The Below have been bad for business.
GIANT SCARAB BEETLE: Large magical vermin; HD 5d10 (30 hp); AC 12; Atk bite melee +7 (1d8); SA flare; SQ glide, immune to mind-affecting effects; Str 16, Dex 9, Int 1; XP 450
Skills: Alertness, Jump+
Flare: Scarab beetles can make their abdomens glow, generating a Daylight effect for 150 ft. This has a damaging effect (1d6/round) to undead and outsiders within 20 ft. A beetle can do this each 1d4 rounds.
Glide: A giant scarab beetle cannot fly 'up', it can however glide at a 1/1 ratio and half all falling damage from any height.
TEIFLING TROUBLEMAKER: Medium outsider; HD 4d8 (30 hp); AC 18; Atk +1 rapier melee +8 (1d6) or longbow ranged +6 (1d8); SA resist elements; SQ darkness; Str 14, Dex 15, Int 10; XP 320
Skills: Blind fight, Bluff, Concentration, Intimidate, Two-Weapons.
Darkness: Natural ability like the spell of the same name. Can dispel Daylight.
Possesions: Banded mail, +1 longsword, +1 longbow, jewelry (50 gp).
See also: