Beneath the Razored Labyrinth (7/2/26 cut)

Snapshot · Aug 29, 2026, 11:01 PM

  • Beneath the Razored Labyrinth (7/2/26 cut)
    • narrativeOverview
    • narrativeBeneath the Razored Labyrinth · Adventure Overview (Spoilers)
    • pageModule Overview w/spoilers
    • handoutCasovian Sea Gazetteer
    • handoutRazored Labyrinth (No Spoilers)
    • handoutPC Analysis
    • Acts
      • actAct 1 - Beneath the Bridge
        • sceneA1-S1 — The Town Hires Adventurers
          • pageAvailable Supplies
        • mapArtists Sketch - Kridorthrost Bridge
        • handoutWitness Account — The Rope Crew
        • mapKridorthrost
        • sceneA1-S2 — The River-Level Descent
          • mapA1-S2 — River Shelf and Sinkhole Lip
          • narrativeA1-S2 Skill Checks
        • handoutDM Handout - Act 1 GM Packet
        • sceneA1-S3 - The Sub-River Pitch
        • handoutDM Handout - Bridge Sinkhole GM Notes
        • sceneA1-S4 - First Watch Patrol
          • encounterCombat — E1 Reworked First Watch Patrol
          • handoutE1 - DM Handout - SAMPLE Combat Walkthrough - A1-S4
        • sceneA1-S5 - Upper Sinkhole Exploration
        • sceneA1-S6 - Middle Sinkhole Exploration
        • sceneA1-S7 - Lower Sinkhole Exploration
          • mapLevel 4
          • pageTactical Guide: Beating the Ceiling Devil
          • page2e Rules Check
          • random tableScale
          • monster blockGogiteth
        • sceneA1-S8 - Bottom Sinkhole Exploration
        • sceneA1-S9 - Bonus Nar-Voth
      • bucketBucket
        • monster blockGoblin Dog
        • pageGoblins Dog Handler
        • monster blockSwarm — 4× Vulture Rat
        • imageKridorn reference art
        • sidebarRazored Labyrinth
        • handoutDM Handout - Index
        • sidebarImport Notes - Direct HTML Pass
        • handoutBazaar of the Bizarre
        • handoutDM Handout - Encounter 1 Earlier Barricade Walkthrough
        • pageEncounter 1 - Walkthrough
        • sidebarEncounter 1 - Earlier Four-Round Walkthrough
        • handoutBridge of Kridorfrost Sinkhole Handout
        • pageGM Notes
        • handoutDM Handout - Campaign Secrets and GM Brief
    • PCs
      • pcAuren Voss
        • pageMain
      • pcGrask (2e)
        • pageMain
      • pcAuren Voss (2e)
        • pageMain
      • pcBrakkus Embervein
        • pageMain
      • pcBrakkus Embervein (2e)
      • pcKharzug Ironbound
      • pcKharzug Ironbound (2e)
      • pcNemeia Thrice-Drowned
      • pcNemeia Thrice-Drowned (2e)
      • pcSister Caldris Vale
      • pcSister Caldris Vale (2e)
      • pcThoros Reefbinder
      • pcThoros Reefbinder (2e)
      • pcVaelith Sunsong
      • pcVaelith Sunsong (2e)
    • NPCs
      • npcShulassa Deepcurrent
        • pageMain
        • pageSpells & Progression
      • npcTalaris Wavebreaker

Gogiteth

Gogiteth

The Ceiling Devil

Unique Large Aberration   Creature 6

The goblins know it only as the Ceiling Devil. No goblin willingly enters the Black Cavern below Level 3, believing the ancient predator to be an immortal spirit of the deep earth. In truth, it is a solitary Darklands hunter that has survived for decades by hibernating between meals and feeding upon the occasional explorer foolish enough to descend into its domain.


Perception +16; darkvision, tremorsense 30 ft.

Skills Acrobatics +15, Athletics +17, Stealth +16 (+20 while clinging to ceilings), Survival +14

Str +5, Dex +4, Con +5, Int –3, Wis +3, Cha –2


AC 24; Fort +17; Ref +15; Will +13

HP 145

Spider Climb The Ceiling Devil ignores difficult terrain while climbing and can move freely across walls and ceilings. It falls only if knocked unconscious or otherwise unable to cling to the stone.

Starved Patience The Ceiling Devil can survive for years without food or water. It enters a deathlike torpor until it senses vibrations, warm blood, or movement within its cavern.


Speed 30 ft., climb 30 ft.

Melee ◆ Jaws +18 (reach 10 ft.) Damage 2d10+8 piercing plus Grab

Melee ◆ Leg +18 (agile, reach 10 ft.) Damage 2d8+8 slashing


Abilities

Ceiling Ambush ◆◆ (move)
The Ceiling Devil Strides, Climbs, or deliberately drops up to 30 feet before making a Jaws Strike. If the Strike hits, the target is knocked prone. On a critical hit the target is also Grabbed.

Dragged Screaming ◆ (attack)
Requirements: The Ceiling Devil has a creature Grabbed.
The Ceiling Devil Climbs or Strides up to half its Speed while dragging the creature. The victim moves with it and takes 1d6 bludgeoning damage from scraping across jagged stone.

Skittering Frenzy ◆◆ (move)
The Ceiling Devil Climbs up to its Speed and makes two Leg Strikes against different creatures at any point during its movement. Both Strikes count toward its multiple attack penalty.

Rend ◆
Requirements: The Ceiling Devil hit the same creature with two Leg Strikes this turn.
Effect: The target takes an additional 2d8+8 slashing damage.


Reaction

Reactive Strike ↺
Trigger: A creature within reach uses a Manipulate action, makes a ranged attack, or leaves a square during a move action.
Effect: The Ceiling Devil makes one Leg Strike against the triggering creature.


Encounter Notes

The Ceiling Devil begins the encounter hidden on the cavern ceiling. It waits until the party spreads out before attacking isolated or lightly armored characters. Rather than standing and fighting, it repeatedly climbs onto walls and ceilings, attempting to drag victims into side alcoves before returning to the darkness.


Scaling the Encounter

Party Version Changes
5 PCs or inexperienced players Weak AC 22, HP 110, all checks and attacks –2, remove Reactive Strike.
6 PCs Standard Use the statistics above.
7 PCs Elite AC 26, HP 170, all checks, attacks, and DCs +2.
7 PCs + Monitor Lizard Companion Elite + Lair Actions Use the Elite version and one Lair Action at the end of each round.

Lair Actions (Elite Only)

At the end of each round, choose or roll one effect. Do not repeat the same effect twice in succession.

  1. Falling Stone. Loose rocks fall in a 15-foot burst. Creatures in the area attempt a DC 24 Reflex save or take 2d6 bludgeoning damage.
  2. Dust Cloud. A 20-foot burst becomes concealed until the start of the next round.
  3. Wall Skitter. The Ceiling Devil immediately Climbs up to half its Speed without triggering reactions.
  4. Hidden Crevice. One creature standing on uneven ground must succeed at a DC 23 Reflex save or fall prone.

Treasure

The scattered remains of previous explorers contain:

  • +1 striking weapon
  • +1 armor potency rune
  • 2 Moderate Healing Potions
  • Darkvision Elixir
  • Climber's Kit
  • 250 gp in mixed coinage
  • The missing bridge survey map leading to Level 3
  • The key to Grath One-Eye's treasure cache

Read-only syndicated snapshot · Syndicated Aug 29, 2026, 11:01 PM. Content updates when the author syndicates again in Adventure Maker.

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