More than a dozen ancient skeletons are laid out on straw mats lining the dusty floor. A 2-ft. sq. niche is set at chest height in the north corner of the west wall.
- Trap! A massive stone block (T) is set to lower from the ceiling and seal off the entrance when the secret door to area 8 activates (a DC 16 WIS (Perception) check notices the thin seams of the block if the ceiling is searched). If the block is spiked to prevent it from lowering, roll an item save for the spike(s) when the trap triggers (DC = 20 for one spike; -1 to DC for each additional spike). See area 8 for trap details.
Skeletons. These skeletons (18 total) DO NOT animate in any way until the secret door to area 8 is activated. Even if smashed previously or removed from the chamber, the bones will still reform into brittle skeletons and converge here when the trap triggers.
- Niche. On the back wall of this 2-ft. deep recess is a tarnished copper handle pointed to the right. If turned to the left, nothing seems to happen; in area 2, however, water begins to trickle from the fountainhead spout and fill the sacred basin.
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New Monsters
Brittle SkeletonMedium 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
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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