The cavern measures 20 feet by 20 feet. The bodies lying on
the ground are orcs -- fallen members of the Crookedtusk tribe.
A successful Heal check (DC 15) reveals that they have been
completely drained of blood.
Although
the man in robes was once Brother Durham, he is something quite
different now. Anyone who chooses to untie him can do so automatically,
but a successful Use Rope or Escape Artist check (DC 25) reveals
that his bonds certainly shouldn't have held anyone who was putting
up a decent struggle.
Creatures:
Brother Durham has become a vampire spawn. The earthquake released
a potent vampire, Simone Delcielus, from his stake-induced incapacitation
below ground. When the priest and his two acolytes entered Area
2, Delcielus attacked and slew Brother Durham immediately, while
the acolytes fled in terror. The newly cursed Durham then joined
forces with the vampire, draining the blood of his erstwhile companions
and leaving them to fertilize the fungus patch in Area 4. Since
then, Delcielus has descended deeper into the caverns to seek
out monstrous aid for his plan to overwhelm the monastery above.
He has left Durham behind to spy upon the Order and to eliminate
any further annoyances that come down from above. Durham has since
dispatched the few orcs that dared to move against him.
Brother
Durham: Male vampire spawn; CR 4; Medium-size undead; HD 4d12;
hp 30; Init +6; Spd. 30 ft.; AC 21 (touch 12, flat-footed 19);
Atk +5 melee (1d6+4, slam); SA blood drain (1d4 Con drain), charm,
energy drain; SQ fast healing 2, gaseous form, spider climb, turn
resistance +2, undead qualities; AL CE; SV Fort +1, Ref +5, Will
+5; Str 16, Dex 14, Con , Int 13, Wis 13, Cha 14.
Skills
and Feats: Bluff +8, Climb +3, Craft (gemcutting) +10, Diplomacy
+4, Hide +5, Jump +3, Listen +11, Move Silently +6, Search +8,
Sense Motive +11, Spot +11; Alertness, Improved Initiative, Lightning
Reflexes, Skill Focus (Craft [gemcutting]).
Blood
Drain (Ex): Brother Durham can suck blood from a living victim
with his fangs by making a successful grapple check. If he pins
the foe, he drains blood, inflicting 1d4 points of permanent Constitution
drain each round.
Charm
(Su): This is similar to the vampire's domination ability,
but the save DC is 14, and the effect is similar to charm person
as cast by a 5th-level sorcerer. A charmed subject allows Brother
Durham to drain his or her blood.
Energy
Drain (Su): Living creatures hit by Brother Durham's slam
attack receive one negative level. The Fortitude save to remove
the negative level has a DC of 14.
Fast
Healing (Ex): Brother Durham heals 2 points of damage each
round so long as he has at least 1 hit point. If reduced to 0
hit points in combat, he automatically assumes gaseous form and
attempts to escape.
Gaseous
Form (Su): As a standard action, Brother Durham can assume
gaseous form at will, as the spell cast by a 6th-level sorcerer,
but he can remain gaseous indefinitely and has a fly speed of
20 feet with perfect maneuverability.
Spider
Climb (Ex): Brother Durham can climb sheer surfaces as though
with a spider climb spell.
Turn
Resistance (Ex): Brother Durham is less easily affected by
clerics or paladins than other undead. When resolving a turn,
rebuke, command, or bolster attempt, he receives a total bonus
of +6.
Undead
Qualities: Immune to poison, sleep, paralysis, stunning, disease,
death effects, necromantic effects, mind-influencing effects,
and any effect requiring a Fortitude save unless it also works
on objects; not subject to critical hits, subdual damage, ability
damage, ability drain, or energy drain; negative energy heals;
not at risk of death from massive damage, but destroyed at 0 hit
points or less; darkvision 60 ft.; cannot be raised or resurrected.
Tactics:
Brother Durham wishes to lull the party into a false sense of
security. To that end, he plays the victim and tells whatever
lies he must to convince the party of his innocence. Any PC can
make a Sense Motive check (DC 25) to uncover his lies.
If
Brother Durham believes that anyone has detected his true nature,
he attempts to charm one of his adversaries into coming to his
aid, telling his new "friend" that all his or her companions
have gone mad. Otherwise, he accompanies the adventurers and tries
to slay them whenever it appears that he could do so with minimal
risk, or at the exit into the monastery if they get that far.
As he fights, Durham gloats about his new masters power
and mocks the Orders weakness.
Treasure:
Durham's treasure includes his own items, plus the spoils
that the Crookedtusk scouting party gained from their previous
raids on nearby villages and caravans, plus several pieces he
gathered from the broken coffins. His hoard consists of 614 gp,
1,327 sp, a priest's garment woven through with gold thread (worth
120 gp), a silver skull ring with black onyx eyes (worth 240 gp),
a divine scroll of dispel magic and prayer, a +1
mace (which he no longer uses), +1 chainmail, two potions
of cure moderate wounds, and a helm of comprehending languages
and reading magic.