Stone Dead PDF
Stone Dead PDF
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ADVENTURE
is prohibited without the express written permission of
Wizards of the Coast, Inc. BACKGROUND
©2003 Wizards of the Coast, Inc. All rights reserved. Respite is a town renowned for its tranquility and isola-
Made in the U.S.A. tion. This remote village gained notoriety many years
This product is a work of fiction. Any similarity to actual people, organizations, ago because the waters of its hot mineral spring were
places, or events is purely coincidental.
This Wizards of the Coast game product contains no Open Game Content.
said to have restorative powers. This rumor turned out
No portion of this work may be reproduced in any form without written permission. to be untrue—any healing people received in Respite
To learn more about the Open Gaming License and the d20 System License,
please visit www.wizards.com/d20.
came from its dedicated clerics. But the combination of
the divine healing and hot mineral baths nonetheless
The Temple of Redcliff is a short D&D adventure for four 10th-level characters. Consult
the Scaling the Adventure sidebar for ways to modify the scenario provided comfort and healing for the ill and injured,
for higher or lower levels of play. and the out-of-the-way site soon became famous far and
This scenario can be incorporated into any style of campaign. Since the adventure wide as a place to convalesce, or simply to improve
takes place in an abandoned temple and includes undead creatures, any party that
chooses to undertake the mission should include a cleric.
one’s health.
Life in the town centers around a sanatorium run by
clerics dedicated to Obad-Hai—the steadfastly neutral
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god of nature. For a modest donation, the clerics take in The plague, it seemed, was spreading. Some of the
travelers, let them soak in the warm spring waters, and townsfolk, and even a few of the clerics, packed up and
use divine spells to heal their wounds. fled for their lives. Others stayed, convinced that they
Within the past few weeks, however, a terrible were too healthy, tough, or just plain lucky to be struck
tragedy has befallen the town of Respite. The trouble down. They were wrong. Eventually, the entire remain-
began when a rare undead creature called a grave- ing populace was turned to stone.
crawler (see Monster Manual II) found its way to the Krekulphyr moved into the catacombs beneath the
town and took up residence under the graveyard. The sanatorium and built a shrine to Nerull. Then he called
gravecrawler really meant no harm to the residents, but in the two wings of gargoyle fighters under his com-
the unusually high and warm groundwater forced it to mand, told them where to perch, and ordered them to
remain close enough to the surface that its calcifying keep an eye out for visitors. They were to kill any inter-
aura could affect those who visited the cemetery. lopers who attacked them or attempted to enter the
The clerics were mystified by the mysterious illness sanatorium; otherwise they were not to interfere with
that seemed to be slowly calcifying some of the towns- visitors in any way, since more deaths from the calcify-
folk. Suspecting some sort of plague, they sent word to ing aura would serve to glorify Nerull still further.
others of their order, in hopes of finding a cause (and Krekulphyr then went back inside the sanatorium,
perhaps a cure) for the malady. fasted and prayed to Nerull for assistance, and com-
One of their messages was intercepted by Krekul- manded the gravecrawler to appear. With his dark
phyr, a gargoyle cleric of Nerull, the dark god of death god’s aid, he performed a long, complex ritual to bind
and decay. Thanks to his affinity for death and the the creature inside a stone golem, thereby creating a
undead, Krekulphyr correctly deduced the cause of the symbiotic construct known as a deathstone. With the
problem and saw an opportunity to advance his deity’s stone golem’s melee prowess and the gravecrawler’s
agenda. After petitioning Nerull for a boon through calcification ability, the deathstone is exactly the
lengthy rituals and expensive sacrifices, the gargoyle instrument of destruction that Krekulphyr has been
cleric was granted the ability to command a grave- looking for, and he intends to send it forth to bring
crawler, even though his cleric level would not ordinar- death to all the civilized lands.
ily have permitted him to do so. Upon gaining this abil-
ity, he flew to Respite, perched on top of the KREKULPHYR
sanatorium, and commanded the gravecrawler to move Krekulphyr has spent his entire life in the active serv-
under the inhabited sections of town. ice of Nerull, and the death god is well pleased with his
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SCALING THE ADVENTURE • Parties that do not have at least one +2 weapon
Stone Dead is designed for a party of four 14th-level may not be able to do any harm the deathstone.
adventurers, but it can easily be modified to present But the gargoyles have several +2 and +3 weap-
an appropriate challenge for parties of different ons, which the characters can acquire by defeat-
sizes or levels. Consider adapting the adventure as ing them.
follows.
Four 12th-Level PCs: Run the adventure as writ- Four 16th-Level PCs: Run the adventure as written,
ten, but with the following changes. but with the following changes.
• Reduce the number of gargoyles standing guard • To increase the difficulty of the gate keep and
in town by half, leaving two on the gate keep and sanatorium encounters, give each gargoyle sentry
four on the sanatorium. Maintain the same ratio an additional two levels of its chosen class and
of fighters to rogues for the gargoyles in the sana- the Improved Critical feat with its chosen
torium encounter. weapon.
• Reduce Krekulphyr’s cleric level to 8 and adjust his • Increase Krekulphyr’s cleric level to 16. Also,
equipment accordingly. Make sure that his Fortitude outfit the deathstone with magic armor of your
save remains high enough that he does not have to choice and give him Combat Reflexes as a
worry about the deathstone’s calcifying aura. bonus feat.
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cleric’s efforts. Thus, when Krekulphyr sought special • The PCs meet a refugee from Respite—one of the
boons during his mission to Respite, the god was dis- townsfolk fleeing the devastation there. He tells
posed to grant his requests. them that some evil magic has been turning people
Krekulphyr hates the “softskins”—his term for to stone, so he packed up and left before it could
most humanoids—with a passion. He believes that happen to him.
the stony complexions of gargoyles make them not • Rumors reach the PCs about a “stone plague” that has
only handsomer than softskins, but also clearly supe- struck the town of Respite. It appears that people are
rior to them. getting sick and slowly turning to stone. Visitors
The cleric has gathered two wings of gargoyles to used to go there regularly to partake of the town’s
serve as his holy warriors and trained them in the arts legendary healing waters, but now no one is willing
of death and trickery. Though all his minions profess to come within miles of the place.
loyalty to Nerull, Krekulphyr correctly surmises that • The PCs meet one of the messengers sent out by the
they are not as dedicated to the dark god as he is, and clerics of Obad-Hai. She tells them of the mysterious
that it is actually fear of Krekulphyr himself that keeps series of petrifications and explains that the clerics
them in line. have been unable to find a cure for the condition.
Though Krekulphyr’s primary goal is to advance She also tells them about a gargoyle that mysteri-
Nerull’s power in the mortal world, he is happiest ously appeared on the roof of the sanatorium the
when circumstances permit him to do so in an espe- morning that she left Respite.
cially elegant manner. The discovery of the grave- • The PCs are en route to Respite for reasons of their
crawler—a creature capable of both killing and calcify- own—perhaps drawn by the legends of healing
ing the softskins—seemed the perfect way to advance waters or returning for one of their regular visits.
his deity’s agenda while making his own statement On the way, they might hear one of the previous
about the value of stone over soft flesh. rumors, or they might simply arrive with no clue as
to what is going on in the town.
ADVENTURE SYNOPSIS
The PCs arrive in Respite just after Krekulphyr has
completed the deathstone. They find the town deserted
BEGINNING THE
except for statues of the townsfolk, but these statues are ADVENTURE
subtly different than those of creatures that have been The adventure begins as the PCs approach the town of
suddenly petrified. Respite. Begin with encounter A. Thereafter, the
Eventually their explorations bring them into the encounters may be used in any order, depending on
sanatorium for which the town is justly famous. After where the PCs decide to go.
defeating Krekulphyr’s gargoyle troops, they face the
gargoyle cleric and his deathstone in the underground
shrine he has built to Nerull. A. APPROACH TO TOWN
Everything looks normal as the PCs approach Respite,
ADVENTURE HOOKS except for the utter lack of any activity in or around the
town. Respite is, to coin a phrase, quiet as the grave.
Getting the PCs to Respite should not be a particularly Each PC may attempt a Listen check (DC 15) on
difficult task. This adventure can be used as an interest- entering Respite to notice that it is not only the
ing diversion for PCs traveling through the region, or it human population that is quiet. No birds are chirp-
can be a very personal adventure for characters who ing, no squirrels are hopping through the trees—
have some history with the town and people of Respite. nothing is making any sound at all except the wind
Perhaps the characters have made use of the town’s rustling through the leaves. Any character who
healing services before, or perhaps they have friends makes a successful Spot check (DC 20) also notices
and relatives who have. statues of animals placed here and there at the
As DM, you know best how to involve your players forest’s edge, all sculpted in various natural posi-
and their characters in an adventure. You can use the tions. (These statues are the calcified bodies of the
following adventure hooks to spur your imagination, local fauna, though the characters have no way to
modifying them as necessary to make them appropriate determine that as yet.)
for the characters’ interests.
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B. GATE KEEP (EL 14) bite) and +11 melee (1d6+1, gore); SQ damage reduc-
The road to Respite crosses the river via a small bridge tion 15/+1, darkvision 60 ft., freeze, low-light vision; AL
and is protected by the gate keep—a pair of three-story CE; SV Fort +13, Ref +8, Will +3; Str 16, Dex 14, Con 18,
towers that flank the town’s main entrance. Usually the Int 6, Wis 11, Cha 7.
gate keep is manned by one or two of the town’s resi- Skills and Feats: Climb +5, Hide +9*, Listen +5, Spot
dents, who call down to ask visitors their names and +10; Cleave, Combat Reflexes, Flyby Attack, Great
their business. Today, no one appears to be in the tower. Cleave, Improved Bull Rush, Multiattack, Power
As the PCs near the gate keep, read or paraphrase Attack, Weapon Finesse (claw), Weapon Finesse (bite),
the following aloud. Weapon Finesse (gore).
Freeze (Ex): A gargoyle sentry can hold itself so still
The scent of mineral water fills the air as you it appears to be a statue. An observer must succeed on a
approach the gate keep—a pair of stone towers Spot check (DC 20) to notice the gargoyle is really alive.
that serves as a gate for the town of Respite. Each Skills: *A gargoyle receives a +8 racial bonus on
tower is three stories high, and the two are con- Hide checks when concealed against a background of
nected by a walkway across the top. Two mon- worked stone.
strous statues perch on each tower, gazing off in Possessions: +2 keen longsword, belt of giant
different directions.
strength +4, ring of protection +4, eyes of the eagle, bead of
force.
PCs who have been to Respite before know that Tactics: These gargoyles have orders to stand
there have never been any statues on the gate keep motionless and watch visitors’ actions, but not to
during their earlier visits—only citizens on guard attack except in self-defense or to prevent anyone
duty. from entering the sanatorium. If the characters
Characters who enter the actual towers of the gate attack the gargoyles and the fight lasts for more than
keep find them deserted. The only item that seems out 4 rounds, one of the sentries flies off to the sanato-
of place is a statue of a young man sitting at a table on rium to alert the sentries there that hostile intruders
the second floor of the left-hand tower. Anyone who are in town.
has visited Respite before may attempt an Intelligence In combat, two of the gargoyle sentries engage the
check (DC 15) to realize that this statue looks just like PCs in melee combat using their swords, while the
one of the local residents. other two make flyby attacks or attempt to bull rush
Creatures: On the third floor of the gate keep sit the PCs off the platform.
four gargoyle sentries, two on each tower. They look
out to the cardinal points of the compass and use their C. THE TOWN CENTER
eyes of the eagle (see below) to watch for approaching PCs who stroll about Respite discover one or more of
visitors. the following facts, depending on where they look.
D Gargoyle Sentries (4): Male and female gar-
goyle Fighter 6; CR 10; Medium-size magical beast • All over town there are incredibly lifelike statues of
(earth); HD 4d10+16 plus 6d10+24; hp 95; Init +2; Spd people. A successful Spot check (DC 15) reveals that
45 ft., fly 75 ft. (average); AC 20, touch 16, flat-footed 18; all these statues are sitting or lying down, and that
Atk +13 melee (1d4+3, 2 claws) and +11 melee (1d6+1, each has an expression of infinite weariness on its
bite) and +11 melee (1d6+1, gore), or +15/+10 melee face rather than the terror or surprise that is common
(1d8+6/17–20, +2 keen longsword) and +11 melee (1d6+1, for victims of petrification.
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As in the buildings at the center of town, the stone A PC entering any house containing a statue may
figures in these houses all look exhausted and weak. attempt a Spot check (DC 25) to notice that the people
They are either sitting in chairs or lying on beds, but are not the only things calcified. Animals, meats,
none of them seem to have been caught in the middle leather, and anything else made of animal flesh or bone
of any activity. None of their personal belongings has also been turned to stone.
appear to have been disturbed at all. (This is an isolated The empty houses have been abandoned, and the
and relatively poor community, but you as DM may former residents evidently took all their belongings
seed some of the houses with appropriate treasure or with them. The PCs can find little of interest or value
magic items if desired.) in such homes, but they can use them as bases of opera-
tion if they wish.
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F. CEMETERY
Read or paraphrase the following aloud when the char- The roof has six gables along the front face of
the building, plus one more on each side. Atop
acters approach the town cemetery.
each gable sits the statue of a monstrous gargoyle,
Beyond a low stone wall lies a small cemetery. casting its stony gaze over the courtyard below.
About two dozen stone sarcophagi rest on top of the
ground in orderly rows, and two stone mausoleums
complete the tranquil scene. There is no indication G1. Courtyard (EL 16)
that anyone has been buried underground. Like the gargoyles on the gate keep, these are creatures
rather than statues. Krekulphyr has ordered them to
Continue with the following if the characters enter the guard the sanatorium. They are to sit motionless and
cemetery and examine the crypts. watch visitors’ actions, but not attack except in self-
defense or to prevent anyone from entering the sanato-
The sarcophagi and mausoleums are covered with rium. If they do get into a fight, they are to kill the
carvings of leaves, trees, and other icons of nature, interlopers and throw their bodies into the river. Fur-
and each is engraved with a name, a date of birth, thermore, they are instructed not to interfere with any
a date of death, and a short epitaph. Both mau- goings-on at the gate keep.
soleums purport to contain the remains of clerics D Gargoyle Sentries (4): Male and female gar-
of Obad-Hai. The sarcophagi seem to be the rest- goyle Fighter 6; CR 10; Medium-size magical beast
ing places of ordinary citizens. (earth); HD 4d10+16 plus 6d10+24; hp 95; Init +2; Spd
45 ft., fly 75 ft. (average); AC 20, touch 16, flat-footed 18;
None of the dates of death on the sarcophagi are espe- Atk +13 melee (1d4+3, 2 claws) and +11 melee (1d6+1,
cially recent. bite) and +11 melee (1d6+1, gore), or +16/+11 melee
This above-ground style of interment is a local neces- (1d8+7/19–20, +3 longsword) and +11 melee (1d6+1,
sity. The groundwater level fluctuates with the pressure bite) and +11 melee (1d6+1, gore); SQ damage reduc-
in the hot spring. When the pressure and water level are tion 15/+1, darkvision 60 ft., freeze, low-light vision; AL
high, large items (such as caskets) are expelled from the CE; SV Fort +13, Ref +8, Will +3; Str 16, Dex 14, Con 18,
ground, sometimes in great eruptions. To avoid the Int 6, Wis 11, Cha 7.
trauma of having their dearly departed periodically Skills and Feats: Climb +5, Hide +9*, Listen +5, Spot
vomited forth from the ground, the residents of Respite +10; Cleave, Combat Reflexes, Flyby Attack, Great
long ago developed the practice of placing their dead in Cleave, Improved Bull Rush, Multiattack, Power
above-ground stone coffins. Attack, Weapon Finesse (claw), Weapon Finesse (bite),
Weapon Finesse (gore).
Opening a Sarcophagus Freeze (Ex): A gargoyle sentry can hold itself so
Opening any sarcophagus requires a successful Strength still it appears to be a statue. An observer must succeed
check (DC 20). Inside, the remains are calcified, just like on a Spot check (DC 20) to notice that the gargoyle is
everything else that was ever alive in Respite. really alive.
Skills: *A gargoyle receives a +8 racial bonus on
G. SANATORIUM Hide checks when concealed against a background of
The sanatorium was the heart of the town of Respite. worked stone.
The clerics who managed the facility freely offered Possessions: +3 longsword, belt of giant strength +4,
healing and restorative treatments to anyone who was ring of protection +4, eyes of the eagle, bead of force.
in need, although donations to aid in their good works D Gargoyle Sentries (4): Male and female gar-
were always encouraged. goyle Rogue 6; CR 10; Medium-size magical beast
(earth); HD 4d10+16 plus 6d6+24; hp 83; Init +4; Spd 45
The building before you is two stories tall, ft., fly 75 ft. (average); AC 22, touch 18, flat-footed 22;
with a facade of carved marble. A semicircle of
Atk +12 melee (1d4+1, 2 claws) and +10 melee (1d6,
stairs leads up to the front door, which is
bite) and +10 melee (1d6, gore), or +11/+6 melee
framed by tall columns decorated with carv-
ings of ivy vines, birds, squirrels, and other (1d6+3/19–20, +2 ghost touch short sword) and +10 melee
natural creatures. (1d6, bite) and +10 melee (1d6, gore); SA sneak attack
+3d6; SQ damage reduction 15/+1, darkvision 60 ft.,
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evasion, freeze, low-light vision, traps, uncanny dodge his last ounce of life. Any character who reads the diary
(Dex bonus to AC, can’t be flanked); AL CE; SV Fort gains the following information (no check required).
+10, Ref +13, Will +3; Str 12, Dex 18, Con 18, Int 6, Wis
11, Cha 7. • The clerics tried to cast restorative spells on the
Skills and Feats: Hide +17*, Listen +13, Move Silently townsfolk, but they didn’t work. At best, such an
+16, Spot +13; Combat Reflexes, Flyby Attack, Multiat- application of magic restored a statue to its fleshy
tack, Weapon Finesse (claw), Weapon Finesse (bite), state, but the person was dead.
Weapon Finesse (gore). • At first the head cleric suspected that this effect was
Evasion (Ex): If exposed to any effect that nor- a disease of some sort, but he had a vision that the
mally allows a character to attempt a Reflex saving death god Nerull was somehow involved after a
throw for half damage, a gargoyle sentry takes no gargoyle arrived and perched on the sanatorium.
damage with a successful saving throw.
Freeze (Ex): A gargoyle sentry can hold itself so G3. Second Floor
still it appears to be a statue. An observer must succeed The second floor of the sanatorium is where the clerics
on a Spot check (DC 20) to notice that the gargoyle is treated visitors who needed healing. Several of the
really alive. rooms have padded tables that can be used to adminis-
Skills: *A gargoyle receives a +8 racial bonus on ter massage, acupressure, or herbal treatments, or even
Hide checks when concealed against a background of simply to sleep. Other rooms contain cages that were
worked stone. used to confine animals brought in to receive healing.
Possessions: +2 ghost touch longsword, belt of Dex- Most rooms have drains set in the floors because the
terity +4, ring of protection +4, dust of disappearance, bead of clerics employed mineral water from the hot spring in
force. a great many of their ministrations. The drains lead to
Tactics: When attacking, the gargoyles work as a outlets at the rear of the sanatorium. The rooms on the
well-trained team. The fighters fly down and engage north end of the building were used as baths. Any cus-
the PCs in melee combat, while the rogues sprinkle tomer desiring a nice, long soak could order a tub to be
themselves with dust of disappearance and take to the air. brought in and filled with mineral water from the hot
The invisible gargoyles make flyby attacks against their spring.
foes, hopefully gaining sneak attack bonuses as they do
so. The gargoyles try to grapple any PCs who attempt to G4. Basement
run into the sanatorium. The sanatorium’s basement consists mostly of cold stor-
The gargoyles fear Krekulphyr more than they do age spaces—chambers in which the clerics kept sup-
death, so they fight to the bitter end. plies of dried meats, preserved fruits, linens, blankets,
and other goods. There is nothing of special interest
G2. First Floor here, but any mundane items that the PCs need are
The first floor of the sanatorium is where the clerics likely to be available.
of Obad-Hai met and entertained their visitors, and A door in the western wall of the basement leads
where the head of the facility performed the mun- into a natural cavern that the clerics referred to as the
dane business of keeping the place running. The catacombs.
rooms (in any arrangement you prefer) are: dining
room, meeting room, kitchen, storeroom, and the G5. Catacombs (EL 18)
head cleric’s office. The placement of the sanatorium next to a sizeable nat-
The gargoyles have left the dining room and meet- ural cave was a happy accident. Rather than just walling
ing room completely untouched, but they have ran- over the connection between the cave and the base-
sacked the kitchen and storeroom for every scrap of ment, the clerics decided to retain it and use the cavern
food available. As with everywhere else in town, all the for additional storage when needed. The cave also pro-
meat and other animal products in the sanatorium have vided an ideal way to track the rise and fall of the water
been calcified. level in the spring: When the catacomb floor was
The petrified head cleric still sits behind his desk, damp, the water level was especially high.
slumped over in an exhausted posture. On the desk in Once a few racks of wine and barrels of ale were
front of him is his diary, still open to the final entry. stored here, but the gargoyles drank what they wanted
The writing is wobbly, as though the man wrote it with and smashed the rest. Now the catacombs serve as
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Krekulphyr’s personal sanctum. He has built a shrine low-light vision; AL CE; SV Fort +21, Ref +9, Will +11;
to Nerull here and spends many hours a day praying to Str 15, Dex 14, Con 18, Int 6, Wis 16, Cha 10.
his dark god and admiring their joint creation—the Skills and Feats: Concentration +14, Hide +9*, Listen
deathstone. +7, Spot +7; Cleave, Combat Casting, Multiattack,
How the room appears when the PCs arrive Power Attack, Weapon Finesse (claw), Weapon Finesse
depends entirely on their actions up to this point. If (bite), Weapon Finesse (gore).
any fighting took place in the courtyard, Krekulphyr Freeze (Ex): Krekulphyr can hold himself so still
did not hear it, since outside sounds do not carry into he appears to be a statue. An observer must succeed on
the catacombs. But he is entitled to a Listen check (DC a Spot check (DC 20) to notice that he is really alive.
25) to notice the sounds of fighting inside the sanato- Skills: *Krekulphyr receives a +8 racial bonus on
rium. If the PCs make any great amount of noise while Hide checks when concealed against a background of
in the basement, Krekulphyr may attempt another worked stone.
Listen check (DC 20) to hear it. Cleric Spells Prepared (6/6/6/5/4/3; save DC
If he succeeds on either of the above checks, 13 + spell level): 0—cure minor wounds, guidance, light,
Krekulphyr orders the deathstone to stand 10 feet mending, resistance, virtue; 1st—bane, cause fear*, divine
from the door and attack anyone who steps through it favor, doom, entropic shield, obscuring mist; 2nd—bull’s
into the room. Meanwhile, he casts bull’s strength on strength, death knell*, hold person (2), resist elements, sound
himself, draws his mace, and hides against the cave burst; 3rd—blindness/deafness, magic circle against good*,
wall, preparing to strike down anyone who gets past prayer, searing light (2); 4th—death ward*, dismissal, divine
his construct. power, spell immunity; 5th—circle of doom, slay living*,
If the PCs manage to enter the catacombs without unhallow.
alerting Krekulphyr, they catch the evil cleric *Domain spell. Deity: Nerull. Domains: Death
unawares. Read aloud or paraphrase the following in (death touch 1/day), Evil (cast evil spells at +1 caster
that case. level).
Possessions: +4 unholy heavy mace, belt of giant
Within this natural cavern, a small brazier sheds a strength +4, periapt of wisdom +4, cloak of Charisma +2, brac-
dim, flickering light. Though poor, the illumina- ers of armor +2, pearl of power (3rd level), Nivean talisman
tion is sufficient to reveal two figures. A burly +6 (see below), divine scroll of dispel magic, flame strike,
humanoid wearing a hooded cloak kneels before a and transmute mud to rock.
small shrine, chanting softly in a deep, gravelly Deathstone: CR 16; Large construct; HD 14d10;
voice. The other figure resembles a 9-foot-tall,
hp 77; Init –1; Spd 20 ft. (can’t run); AC 26, touch 8, flat-
humanoid skeleton that is either made of stone or
completely covered in it. The stone skeleton footed 26; Atk +18 melee (2d10+9, 2 slams); SA calcify-
stands completely motionless and may even be a ing aura, slow; SQ construct traits, darkvision 60 ft.,
statue—it is difficult to tell for sure in this light. magic immunity, SR 30, tremorsense, turn resistance 6;
AL N; SV Fort +4, Ref +3, Will +4; Str 29, Dex 9, Con –,
Int –, Wis 11, Cha 1.
Creatures: Krekulphyr kneels in front of the shrine,
Skills and Feats: Alertness, Blind-Fight.
offering a prayer of thanks to Nerull for his assistance in
creating the deathstone. The gargoyle cleric pledges to Calcifying Aura (Su): The presence of a death-
use the creature to further his dark god’s aims. The stone is enough to cause flesh (living or dead) to
gigantic skeleton figure is the deathstone itself—an harden and calcify, turning slowly into stone. This
unholy melding of a stone golem and a hapless grave- effect is a 30-foot-radius emanation centered on the
crawler. deathstone, and it is always active. Every creature
D Krekulphyr: Male gargoyle Cleric 10 of within the area must make a Fortitude save (DC 22)
Nerull; CR 14; Medium-size magical beast (earth); HD each round or take 1d2 points of Constitution damage.
4d10+16 plus 10d8+40; hp 123; Init +2; Spd 45 ft., fly 75 Lost Constitution is restored at a rate of 1 point per day.
ft. (average); AC 18, touch 12, flat-footed 16; Atk +13 A character brought to a Constitution score of 0 in the
melee (1d4+2, 2 claws) and +11 melee (1d6+1, bite) and manner turns completely to stone and is dead. The
+11 melee (1d6+1, gore), or +17/+12/+7 melee (1d8+7, deathstone is immune to its own calcifying aura and to
+4 unholy heavy mace) and +11 melee (1d6+1, bite) and those of other deathstones and gravecrawlers.
+11 melee (1d6+1, gore); SA rebuke undead 3/day; SQ Slow (Su): A deathstone can produce an effect
damage reduction 15/+1, darkvision 60 ft., freeze, identical to that of the slow spell as a free action once
12
every 2 rounds. The effect has a range of 10 feet and a melee (1d4/19–20 plus 1d4 Con drain, bite); SA calcify-
duration of 7 rounds. A target must make a successful ing aura, Constitution drain 1d4; SQ burrow, dark-
Will save (DC 13) to negate the effect. This ability vision 60 ft., speak with dead, spell resistance 30,
otherwise functions the same as the spell. tremorsense, turn resistance +6, undead traits; AL N;
Construct Traits: A deathstone is immune to SV Fort +8, Ref +10, Will +16; Str 10, Dex 15, Con –,
mind-affecting effects (charms, compulsions, phan- Int 16, Wis 11, Cha 11.
tasms, patterns, and morale effects), and to poison, sleep, Skills and Feats: Balance +4, Bluff +5, Diplomacy +12,
paralysis, stunning, disease, death effects, necromantic Escape Artist +10, Hide +21, Intimidate +2, Jump +2,
effects, and any effect that requires a Fortitude save Knowledge (history) +20, Knowledge (local) +20,
unless it also works on objects or is harmless. A death- Knowledge (undead) +20, Listen +7, Sense Motive +5,
stone cannot heal damage and it is not subject to criti- Spot +2, Tumble +7; Alertness, Blind-Fight, Combat
cal hits, subdual damage, ability damage, ability drain, Reflexes, Dodge, Improved Critical (bite), Iron Will,
or energy drain. It is not at risk of death from massive Mobility, Skill Focus (Knowledge [history]), Skill Focus
damage but is destroyed when reduced to 0 or fewer hit (Knowledge [local]), Skill Focus (Knowledge [undead]).
points. It cannot be raised or resurrected. Calcifying Aura (Su): The presence of a grave-
Magic Immunity (Ex): A deathstone is immune crawler is enough to cause flesh (living or dead) to
to all spells, spell-like abilities, and supernatural effects, harden and calcify, turning slowly into stone. This
except as follows. A transmute rock to mud spell slows it effect is a 30-foot-radius emanation centered on the
(as the slow spell) for 2d6 rounds, with no saving throw, gravecrawler, and it is always active. Every creature
while transmute mud to rock heals all of its lost hit within the area must make a Fortitude save (DC 22)
points. A stone to flesh spell does not actually change the each round or take 1d2 points of Constitution damage.
deathstone’s structure, but it makes the creature vul- Lost Constitution is restored at a rate of 1 point per day.
nerable to any normal attack for the following round. A character brought to a Constitution score of 0 in the
(This vulnerability does not include spells, except those manner turns completely to stone and is dead. The
that cause damage.) gravecrawler is immune to its own calcifying aura and
Tremorsense (Ex): A deathstone can automati- to those of other gravecrawlers and deathstones.
cally sense the location of any creature or object within Constitution Drain (Su): Any creature bitten
60 feet that is in contact with the ground. by a gravecrawler must make a Fortitude save (DC 22)
Tactics: The deathstone stands guard silently, or permanently lose 1d4 points of Constitution (or
though its calcifying aura can affect any creatures that twice that amount on a critical hit). The gravecrawler
move within range. Should any of the PCs move into heals 5 points of damage (or 10 on a critical hit) when-
one of its threatened squares, it attacks immediately. ever it drains Constitution, gaining any excess as tem-
The noise of battle alerts Krekulphyr, who immediately porary hit points. A creature affected by this Constitu-
joins the battle. tion drain finds parts of its flesh turned to hard, brittle
Drunk with the power of Nerull, Krekulphyr tosses stone. At 0 Constitution, the target becomes a stone
spells around with abandon. With the deathstone at his statue. A gravecrawler is immune to its own Constitu-
side, he believes he is invincible. Only if the battle tion drain and to those of others of its kind.
starts to turn against him does he begin to apply any Burrow (Ex): Gravecrawlers can move through
strategy. stone, dirt, and earth, leaving no indication of their pas-
If the deathstone is reduced to 0 hp, its golem por- sage. A move earth spell cast on an area containing a bur-
tion collapses into a heap of rubble, releasing the rowing gravecrawler flings the creature back 30 feet
gravecrawler. The undead creature is helpless for 1 and stuns it for 1 round, unless it succeeds on a Forti-
round after its release, but thereafter it can take any tude save (DC 22).
actions it deems appropriate. Although the grave- Speak with Dead (Su): At will, a gravecrawler
crawler has no interest in fighting the PCs, it readily can produce an effect like that of a speak with dead spell
defends itself if attacked. Once it has taken one-half of (caster level 20th), except that it can be used to commu-
its total hit points in damage, it flees into the ground nicate with only one corpse per week. This ability does
and disappears. not allow communication with calcified remains.
D Male Gravecrawler (if freed): CR 16; Small Tremorsense (Ex): A gravecrawler can automati-
undead (earth); HD 25d12; hp 162; Init +2; Spd 20 ft., cally sense the location of anything within 60 feet that
burrow 20 ft.; AC 17, touch 13, flat-footed 15; Atk +13 is in contact with the ground.
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Turn Resistance (Ex): A gravecrawler is treated the town would make an interesting base of operations
as an undead with 31 Hit Dice for the purpose of turn, for the heroes, who would be treated like kings from
rebuke, command, and bolster attempts. that day on.
Undead Traits: A gravecrawler is immune to
mind-affecting effects, poison, sleep, paralysis, stunning, NEW MONSTER:
disease, death effects, necromantic effects, and any
effect requiring a Fortitude save unless it also works on DEATHSTONE
objects or is harmless. It is not subject to critical hits, Large Construct
subdual damage, ability damage, ability drain, energy Hit Dice: 14d10 (77 hp)
drain, or death from massive damage. A gravecrawler Initiative: –1
cannot be raised, and resurrection works only if it is Speed: 20 ft.(can’t run)
willing. AC: 26 (–1 size, –1 Dex, +18 natural), touch 8,
Development: The gravecrawler is an intelligent flat-footed 26
monster, and it is more than happy to talk with the PCs Attacks: 2 slams +18 melee
if given the chance. It retains the memory of every- Damage: Slam 2d10+9
thing that happened while it was part of the symbiotic Face/Reach: 5 ft. by 5 ft./10 ft.
construct and before. If engaged in conversation, the Special Attacks: Calcifying aura, slow
gravecrawler explains that it came to Respite through a Special Qualities: Construct traits, damage reduc-
twist of fate and bore no ill will toward the inhabitants. tion 30/+2, magic immunity, tremorsense
In fact, it would have liked to become a part of their Saves: Fort +4, Ref +3, Will +4
community. (Gravecrawlers are sometimes known as Abilities: Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1
ancestor worms and held in high esteem by intelligent Feats: AlertnessB, Blind-FightB
creatures in search of knowledge; see Gravecrawler in
Monster Manual II for details.) But when Krekulphyr Climate/Terrain: Any land
came to town, he commanded the gravecrawler to do Organization: Solitary
terrible things against its will. The creature wishes it Challenge Rating: 16
could make up for all the death and sorrow it has Treasure: None
caused, but that is obviously impossible. Alignment: Always neutral
The gravecrawler has had enough of the town of Advancement: 15–21 (Large); 22–42 (Huge)
Respite. If it survives its encounter with the PCs, it bids
them farewell and uses its burrow ability to pass A deathstone results from the magical melding of a
straight into the ground, leaving the area forever. stone golem and a gravecrawler. It can be created only
by a cleric of Nerull and only with the dark god’s
CONTINUING THE direct aid.
Although the deathstone exists as a single creature,
ADVENTURE the gravecrawler is whole and captive within its form.
Even after the PCs have defeated Krekulphyr and his In most respects, the construct functions exactly the
minions, the town of Respite remains ruined. All the same as a stone golem, but it also has access to some of
townsfolk have either died or fled to new homes, and the gravecrawler’s more dangerous abilities (namely its
the once-popular resort seems doomed to become a calcifying aura and tremorsense).
ghost town.
Still, there is nothing actually wrong with the town COMBAT
now that the gravecrawler and the gargoyles are gone, A deathstone fights by slamming opponents with its
and the hot spring is still an appealing local phenome- massive fists, just like a stone golem does. It attacks the
non. If the PCs can convince new commoners to move creatures its master orders it to fight. In the absence of
into town, Respite would very quickly return to its orders, it merely defends itself.
former state. Alternatively, PCs with the requisite spell- Calcifying Aura (Su): The presence of a death-
casting power could raise several of the key figures in stone is enough to cause flesh (living or dead) to
town (the head cleric of Obad-Hai and the miller, for harden and calcify, turning slowly into stone. This
example) and let them go about the business of getting effect is a 30-foot-radius emanation centered on the
Respite back to normal. In circumstances such as these, deathstone, and it is always active. Every creature
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within the area must make a Fortitude save (DC 22) vulnerability does not include spells, except those that
each round or take 1d2 points of Constitution damage. cause damage.)
Lost Constitution is restored at a rate of 1 point per day. Tremorsense (Ex): A deathstone can automati-
A character brought to a Constitution score of 0 in the cally sense the location of any creature or object within
manner turns completely to stone and is dead. The 60 feet that is in contact with the ground.
deathstone is immune to its own calcifying aura and to
those of other deathstones and gravecrawlers. NEW MAGIC ITEM
Slow (Su): A deathstone can produce an effect The Nivean talisman was developed to protect creatures
identical to that of the slow spell as a free action once against effects such as petrification and calcification.
every 2 rounds. The effect has a range of 10 feet and a
duration of 7 rounds. A target must make a successful NIVEAN TALISMAN
Will save (DC 13) to negate the effect. This ability This item appears to be a small hunk of granite
otherwise functions the same as the spell. wrapped in a lattice of human hair. Its wearer gains a +6
Construct Traits: A deathstone is immune to luck bonus on all Fortitude saves made to resist petrifi-
mind-affecting effects (charms, compulsions, phan- cation or calcification.
tasms, patterns, and morale effects), and to poison, Caster Level: 15th; Prerequisites: Craft Wondrous Item,
sleep, paralysis, stunning, disease, death effects, necro- aid; Market Price: 9,000; Weight: —.
mantic effects, and any effect that requires a Forti-
tude save unless it also works on objects or is harm-
less. A deathstone cannot heal damage and it is not ABOUT THE AUTHOR
subject to critical hits, subdual damage, ability Stan! has been publishing fiction, cartoons, and games
damage, ability drain, or energy drain. It is not at risk professionally since 1982. He has served as a graphic
of death from massive damage but is destroyed when designer and line editor for West End Games, an editor
reduced to 0 or fewer hit points. It cannot be raised or and designer for TSR, Inc., and an author, senior
resurrected. designer, and creative director for Wizards of the Coast,
Magic Immunity (Ex): A deathstone is immune Inc. Currently, Stan! is the Creative Vice President of The
to all spells, spell-like abilities, and supernatural effects, Game Mechanics, Inc. <www.thegamemechanics.com>.
except as follows. A transmute rock to mud spell slows it His recent projects include Urban Arcana from Wizards of
(as the slow spell) for 2d6 rounds, with no saving throw, the Coast and the Modern Player’s Companion from The
while transmute mud to rock heals all of its lost hit points. Game Mechanics.
A stone to flesh spell does not actually change the death- Stan! lives in Renton, WA, where he eats nothing
stone’s structure, but it makes the creature vulnerable to but meat and cheese. Visit him online at
any normal attack for the following round. (This <www.stannex.com>.
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