Wednesday, January 24, 2024

The Dolmen Tomb – Area 5: General's Crypt

 

Dozens of ancient skeletons are laid out on straw mats lining the dusty floor. A carved stone sarcophagus rests before the angled north walls. The lid of the sarcophagus is sealed with lead and carved with ancient glyphs that tell the tale of Ikakit—General of the Coyote Clan; Hero of the People.

  • Skeletons. The skeletons remain inert unless someone touches the sarcophagus, which causes 4d3 brittle skeletons to rise and attack on the first round. Each round thereafter, 2d3 more skeletons rise until all have animated (24 total). The nature of brittle skeletons is such that, even if smashed apart prior to touching the sarcophagus, the bones still reform.
  • Sarcophagus. When the brittle skeletons become active, the leaden seal on the lid vaporizes with a flash and slides open in 1d3 rounds, releasing General Ikakit—a skeletal champion in lamellar armor and a +1 Wicker Shield, and wielding a bronze khopesh. He also wears a magic leather glove and has a curious bronze “wand” tucked into his belt.

    • Gauntlet of Crushing Blows. (Req. Attunement) Once per turn, the wearer’s first STR-based melee attack that hits does an extra 1d4 weapon damage and the target must make a STR save or be knocked back 5 ft. On a critical hit, the target must make a CON save instead or take the extra damage and be stunned until the end of their next turn (instead of being knocked back). The save DC to resist these effects = 8 + the attacker’s (STR mod + PROF).
    • Bronze Wand. This exquisitely-crafted, 12-in. length of metal is ½-in. diam. at one end, tapering slightly to ⅜-in. diam. at the other. A series of grooves of differing depths are scored into the last three inches of the narrow end (no single groove scores the entire circumference, however). A DC 15 History check recognizes the wand to be of elfish manufacture (an elf who examines it recognizes this fact immediately). See area 19 for details on using this wand.

  • Treasure. Concealed behind the sarcophagus are (3) clay jars sealed with wax.
    • Jar 1 contains 2,534 cp, 956 sp, 91 gp, (6) gems (3x <50>, 2x <100>, 1x <250>), and a Potion of Invulnerability.

    • Jar 2 contains 1,822 cp, 807 sp, 86 gp, (10x) gems (4x <25>, 3x <50>, 2x <100>), and a Potion of Healing.
    • Jar 3 contains 2,273 cp, 1,044 sp, 80 gp, a marble rod inlaid with ornate electrum scrollwork <25>, a rosewood cup engraved with elvish script <25>, an ivory medallion inlaid with coral <25>, and (3) wax lozenges that act as Potions of Healing which can be consumed as a bonus action.

      • Elf Cup. Once per day, the cup doubles the effects of any Healing Potion drunk from it. Each time it is used, roll 1d20: on ‘1’, the cup loses its enchantment. If filled with fine wine or magically-created water, and the inscription read aloud, the cup can be placed to a fallen victim’s lips in order to cast the Revivify spell once (as a Spell Scroll). The liquid is consumed and the cup loses all magic abilities thereafter.
         

<< Area 4: Attendant's Crypt

>> Area 5: Huntress' Crypt 
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 New Monsters

Brittle Skeleton
Medium undead, neutral
AC 12 (no armor)
HP 1
Speed 30

STR        DEX        CON        INT      WIS        CHA
10 (+0)    14 (+2)    10 (+0)     6 (-2)     8 (-1)      5 (-3)

Vulnerabilities. Bludgeoning
Damage Resistances. Piercing
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 10
CR 1/8 (25 XP)
Proficiency. +0

–Loosely-Assembled. Because they are a collection of barely-held together bones, a brittle skeleton can pass through a Small opening or an ally’s space without penalty. Two brittle skeletons can occupy and fight in the same space without being considered prone.

Actions 

Bony Claw. Melee Weapon Attack: +2, Reach 5 ft., one target, Hit: 4 (1d4+2) slashing.

Push-through. When faced with a line of enemies, a brittle skeleton can use its Action to throw itself against an opponent’s space, breaking apart into its constituent bones and then reforming on the other side. The brittle skeleton can only move up to 10 ft. in this manner, but can do so through spaces controlled by another creature.

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General Ikakit
Medium undead, neutral                                                                

AC 18 (lamellar armor and +1 Wicker Shield)
HP 58 (9d8+18)
Speed 30 

STR        DEX         CON        INT       WIS       CHA
16 (+3)   14 (+2)     14 (+2)   10 (+0)    12 (+1)   14 (+2)

Saving Throws. STR +5, DEX +4
Skills. Athletics +5, Perception +3
Damage Immunities. Necrotic, Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 12
CR 5 (1,800 XP)
Proficiency. +2

Magic Items. General Ikakit uses a +1 Shield and wears a Gauntlet of Crushing Blows (see above; save DC = 13).

–Regeneration. While within 30 ft. of his sarcophagus, General Ikakit regains 9 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. General Ikakit dies only if he starts his turn with 0 HP and doesn't regenerate.

Turn Resistance. Because he is an undead animated by vengeance and is within his consecrated burial ground, General Ikakit has advantage on saves to avoid being turned.

Actions

Multiattack. General Ikakit makes two Khopesh attacks.

Khopesh. Melee Weapon Attack: +5, Reach 5 ft., one target, Hit: 6 (1d6+3) slashing plus 2 (1d4) slashing damage. If hit, the target must make a DC 13 STR save or be knocked back 5 ft. On a critical hit, the target must make a DC 13 CON save instead, or be stunned until the end of their next turn (instead of being knocked back). The additional damage/save effects apply only to the FIRST melee attack that hits on General Ikakit's turn.

Grave Bolt. Ranged Spell Attack: +4, Range 60, one target, Hit: 9 (2d6+2) necrotic.

Bonus Actions

Raise Minions (Recharge 5–6). General Ikakit can use his bonus action to reanimate 1d3 "dead" brittle skeletons within 30 ft. of him.

Reaction

Shield Block. General Ikakit can use his reaction to increase his AC by 3 against a single attack.

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