Far beneath much of the snowy lands on Nyssa, is a wide geography of tunnels where huge swaths of civil and uncivil races reside. They fight, plunder or hunt, looking for lost magic, treasure and weapons - trying to gain an edge before another group does them in. Just as often it is adventurers from above, as monsters from below. Allies can be made, but assume most things you meet will try to kill you.
Many non-adventures assume everything is controlled by the Lizardith or Lizard men city-nations.
While they certainly have the largest individual mass, and the most numbers, they tear each other apart just as quick as attack strangers from anywhere.
Monsters are found in the Pathfinder Monster books I - V, as well as my own beasties, some left overs from 3.5 edition and other books.
In most dungeons I do an approximate 50-50% breakdown of set creatures and wandering monsters.
For example in Rooms A, C, E, & F there may be known creatures or situations that the party will most likely interact with. In the other places - Rooms B, D, G - I roll a wandering monster check. Then anytime the party makes significant noise, rests, disturbs the area, etc roll the +/- chance as normal.
Base Chance: 3 / 20 base likelihood. Add +1 for every missed opportunity. After a hit, reduce by half but never lower than base.
Otherwise, use the table as you see fit.
Underground Wandering Monster Table
1. Adult White Dragon CR 10 PF 1
2.
Omox CR 12 PF 3
3. Neothelid CR 15 PF 1
4.
Roper CR 12 PF 1
5.
Cave In (25% something in the debris is useful)
6.
Azruverda CR 13 PF 2
7.
Gorazagh CR 13 PF 2
8.
Mihstu CR 8 PF 3
9.
Vemerak CR 14 PF 3
10.
Giant CR 10 PF 1
11.
Destrachun CR 8 PF 3
12.
Deathtrap Ooze CR 8 PF 2
13.
Caulborn CR 7 PF 2
14.
Chaos Beast CR 7 PF 3
15.
Statue (# 2d4; Reroll to Monster or Humanoid Type)
16.
Gug CR 10 PF 3
17.
Black Pudding CR 7 PF 1
18.
Civilized Contact (See Subrace Table Below)
19.
Shard Slag CR 8 PF 4
21.
Dire Bear CR 7 PF 1
22.
Cerebrc Fungus CR 3 PF 2
23.
Brain Ooze CR 7 PF 2
24.
Disenchanter Snake CR 3 PF 2
25.
Abandoned Campsite (25% something in the debris is useful)
26. Myceloid CR 4 PF 2
27.
Adherer. CR 3 PF 2
28.
Ascomid CR 5 PF 2
29.
Diplomatic (See Subrace Table Below)
30.
Belker CR 6 PF 3
31
Amphisbema CR 4 PF 3
32
Blood Hag CR 8 PF 4
33
Blindheim CR 2 PF 3
34 Iron Salamander CR 5 PF 1
35
Stalactites # 2-16 (Reroll to determine if anything is hiding, DMs discretion if not usable)
36
Crysmal CR 3 PF 3
37
Dark Ones CR 2+ PF 3
38
Decampus CR 4 PF 3
39.
Magma Elemental CR V PF 3
40.
Mud Elemental CR V PF 3
41.
Faceless Stalker CR 4 PF 3
42
Fungal Crawler CR 3 PF 3
43.
Tarantula Giant CR 8 PF 3
44
Grick CR 3 PF 3
45
Pit (see below)
46.
Ogre CR 3 PF 1
47. Pech CR 3 PF 3
48.
Phycomid CR 4 PF 3
49.
Sandman CR 3 PF 3
50
- 51. Patrol (See Subrace Table Below)
52.
Seagathi CR 5 PF 3
53.
Slithering Tracker CR 4 PF 3
54.
Slur CR 2 PF 3
55.
Petrified Mushrooms # 2-16 (Reroll to determine if anything is hiding, DMs discretion if useful)
56.
Rock Troll CR 4 PF 3
57.
Buggane CR 5 PF 4
58. Beholder, Lesser Nyssian CR 6 (Six eyes)
59.
Fungal Beast CR 4 PF 4
60.
Graeae CR 5 PF 4
61.
Lampad CR 5 PF 4
62.
Lurking Ray CR 4 PF 4
63.
Mudlord CR 6 PF 4
64.
Nightgaunt CR 4 PF 4
65.
Stone Stairs (70% Up, 30% down)
66.
Shriezak CR 4 PF 4
67.
Animated Object CR 6 PF 1 (reroll on object table)
68.
Lesser Barghest CR 3 PF 1
69.
Basilisk CR 5 PF 1
70.
Cave Fisher CR 2 PF 1
71.
Choker CR 2 PF 1
72.
Cloaker CR 5 PF 1
73. Cyclops, Kabandha CR 9 PF 5
74.
Gelatinous Cube CR 3 PF 1
75. Shrine / Obelisk / Burial Site (50% something useful at site)
76.
Gray Ooze CR 4 PF 1
77.
Kyton CR 6 PF 1
78.
Mephit CR 3 PF 1
79.
Mimic CR 4 PF 1 (reroll on object
table)
80.
Trader (See Subrace Table Below)
81.
Morlock CR 2 PF 1
82.
Ochre Jelly CR 5 PF 1
83.
Otyugh CR 4 PF 1
84.
Rust Monster CR 3 PF 1
85. Pool of Water (80% bad stench)
86.
Giant Scorpion CR 3 PF 1
87.
Shadow CR 3 PF 1
88. Gibbering Mouther CR 5 PF 1
89. Gorgon CR 8 PF 1
90. Caller in Darkness CR 9 PF 5
91.
Greater Barghest CR 7 PF 1
92.
Medusa CR 7 PF 1
93.
Dark Naga CR 8 PF 1
94.
Intellect Devourer CR 8 PF 1
95. Waterfall (01-30% hiding monster, 31-70 reroll for hidden monster; 71+ hidden passageway)
96.
Undead (See Subrace Table Below)
97. Ghoul, Leng CR 10 PF 5
98.
Denizen of Leng CR 8 PF 3
99.
Purple Worm CR 12 PF 1
100. DM's Choice
Pits are usually 20-80 feet deep and covers most of the width of the cave. (Reroll to determine what's inside the Pit) or 5% Reverse Pit (Fall Up to the ceiling; 50% dmg base)
When a general type of monster is found, use the sub-race table and description listed below for purpose. A DM can pick as needed or use the default mentioned by asterisk (*).
Hunting Patrol Commerce Diplomatic
2. Human 2. Axomite 2. Jackalla *
3. Jahlen 3 - 4. Dwarf * 3. Mongrelman
4 - 6. Lizardith * 5 - 6. Troglydyte 4. Corlth
7. Derro 7. Human 5. Trox
8. Dwarf 8. Corlth 6. Human
9. Clockwork 9. Goblin 7. Dwarf
10. Trox 10. Lizardith 8 - 9. Lizardith
11. Goblin 11. Corlth 10. Goblin
12. Minotaur 12. Mercane 11. Troglydyte
12. Ratling 13. Ratling 12. Azer
14. Azer 13. Ratling
15. Axomite 14. Samsaran
16. Shabti 15. Minotaur
16. Caligni
Civilized Crypt Common Underground Object
2. Skum 2-3. Shabti 2. Small Statue
3. Troglydyte 4. Crypt Thing 3. Wheel
4 Corlth 5 . Restless 4. Debris (Usually Mechanical)
5. Flumph 6-8. Cadaver * 5. Broken Weapon
6. Mongrelman 9. Lesser Mummy 6. Broken Armor
7. Goblin 10. Wight 7. Busted Barrel
8. Derro 11. Wraith 8. Boxes
9. Human 12. Shadow 9. Broken Camping Gear
10. Lizardith 13 Festering Spirit 10. Animal Carcass
11. Minotaur 14. Samsaran 11. Iron Rations (40% Stale)
12. Azer 15 - 16 Jackalla 12. Beer, Barrel or Bottle
13. Ratling * 13. Wine / Alcohol Bottles
14. Sinspawn 14. Bundles of Rope
15. Oread 15. Candles or Torches 2-4
16. Changeling 16. Ornamental Decoration / Holy Symbol
17. Trox 17. Climbing Gear
18. Samsaran 18. Broken Mirror
19. Axomite 19. Unidentified Corpse
20. Mercane 20. Burnt Lamp
21. Caligni 21. 50% One Boot; 50% two good boots
22. Ghoran 22. 2 silver arrows OR daggers (DM`s choice)
23. Shabti 23. Magical Potion
24. Jackalla 24. Coin Purse (1d00 silver pieces)
Hunting Patrols: 2-8 individuals, with typical weapons for the race in question. 10% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed via any social skill interaction the DM feels appropriate (Social DC 15).
Commerce: 11-20 people, with trading gear. Half the travelers are defenders. Most groups have a way to hide or protect themselves. 20% likelihood they are returning home. May provide a +/- 3 on next roll if they are engaged in conversation or bribed. (Social DC 18)
Diplomatic: 9-16 people who have arranged to make a meeting to discuss peace. will have 25% or more of spell casters. 33% likelihood they are returning home. May provide a +/- 2 on next roll if they are engaged in conversation or bribed. (Social DC 16)
Civilized: 23-80 individuals, inhabiting a small settlement. 10% chance they will have trading supplies. May provide a +/- 4 on next roll if they are engaged in conversation, have able goods or bribed. (Social DC 13)
Crypt: 2-8 individuals. Most are lost, hungry or otherwise purposeless, rarely a direct threat to other groups unless the party seems very weak. Undead groups often come from another common groups found in the same region - often they don`t even realize they are dead. Many travelers simply leave any undead they find without interacting with them unless absolutely necessary.
Samsaran are living creatures that automatically reincarnate (one time) from dead corpses- they come to crypts to look for guidance. Shabti are former wealthy people who paid for resurrection. Jackalla are undead hunters.