Factions on the third level:
a. Moktars! They hold the entrance to the third level of the dungeon, and are in a bitter conflict with...
b. Gill-Men! These fish-men have been distracted by their Moktar-fight, which takes some pressure off the...
c. Hinge-Headed! They hold the main stairs leading down to the 4th level and their Basalt Ziggurat. They're making a deal with the...
d. Hive-Mind! Acting through its mind-dominated goblins, it manipulates the gill-men and hinge-headed for its own mysterious ends
This level will also introduce wights. Probably soggy, waterlogged wights, haven't decided yet. But I do want some level-draining goodness here, just to hear the anguished cries from my doomed players as their precious levels are absorbed.
Anyhow, here's some stats for the Gill-Men:
No. Enc: 1d6 (4d12)
Movement: 90’ (30’)
Swim: 120’ (40’)
Armor Class: 4
Hit Dice: 3
Hoard Class: XIX
Gill-men are the product of de-evolution – humans regaining fishy attributes as their DNA regresses to a more primitive state. While impossible according to 21st century evolutionary science, gill-men are a reality in the subterranean realm of the Anomalous Subsurface Environment.
These humanoids are covered with green fishy scales, and have webbed and clawed hands and feet. They can breathe air, but they must periodically (once per hour) moisten the large gills on the sides of their heads or suffer -2 on attack rolls due to dehydration. This sensitivity to dryness also causes them to take double damage from fire-based attacks.
In combat, gill-men attack with vicious swipes of their clawed hands.