By Greg A. Vaughan

Anauroch: The Empire of colour is the ultimate a part of a three-part sequence of 160-page hardcover super-adventures set within the Forgotten geographical regions crusade environment. it could even be simply performed as a stand-alone high-level experience. as well as encounters, this publication comprises distinct resource fabric at the land of Anauroch, domestic of historic Netherese ruins and the Empire of color.

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Extra info for Anauroch: The Empire of Shade (Dungeons & Dragons d20 3.5 Fantasy Roleplaying, Forgotten Realms Setting)

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AC 33, touch 20, flat-footed 25; Dodge Immune undead immunities SR 24 Fort +7, Ref +15, Will +16 with desecrating aura Weakness aversion to daylight, cannot be raised, destroyed at 0 or fewer hp Speed 40 ft. (8 squares), fly 60 ft. (good) Melee 2 claws +18 each (1d6+9) with desecrating aura and bite +15 (1d6+4) with desecrating aura and tail whip +15 (2d4+4) with desecrating aura Base Atk +8; Grp +17 Atk Options Combat Reflexes; energy drain, improved grab Special Actions summon undead Spell-Like Abilities (CL 16th): At will—deeper darkness, detect magic, see invisibility, unholy blight (DC 18) 3/day—contagion (DC 18), greater dispel magic, haste, invisibility 1/day—finger of death (DC 21), hold monster (DC 19), ice storm, plane shift (DC 21) Abilities Str 29, Dex 27, Con —, Int 14, Wis 18, Cha 18 SQ undead traits Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Multiattack, Weapon Focus (claw) Skills Balance +20, Concentration +23, Hide +27, Jump +20, Listen +23, Spot +23, Tumble +29 Possessions bracers of armor +3, ring of protection +2, cloak of Charisma +2, belt of giant strength 2 Dread Wraiths ENCOUNTER M3 Advanced NighthauntLE SQ undead traits, incorporeal traits Feats AlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack Skills Diplomacy +12, Hide +23, Intimidate +25, Knowledge (religion) +20, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +6 (+8 following tracks) Constitution Drain (Su) A living creature hit by a dread wraith’s incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain.

Base Atk +12; Grp +24 Atk Options improved grab, pounce, rake 2d4+4, smite good 1/day (+16 damage) Abilities Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Feats Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw), Run, Stealthy, Weapon Focus (claw) Skills Hide +7 (+11 in tall grass or heavy undergrowth), Jump +16, Listen +6, Move Silently +11, Spot +7, Swim +10 Improved Grab (Ex) To use this ability, a fiendish dire tiger must hit an opponent of any size with a bite attack.

Rake (Ex) Attack bonus +20 melee, damage 2d4+4. Smite Good (Su) Once per day, a fiendish dire tiger can make a normal melee attack to deal +16 points of extra damage to a good foe. Skills A fiendish dire tiger has a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. When someone triggers a trap, read: The placid jungle scene abruptly turns menacing when shaggy beasts with dripping fangs and daggerlike claws come loping out of the brush.

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