The north wing of this chamber is lined with 5-ft. high arched alcoves (13 total). Seated cross-legged on the floor of each alcove is a robed and hooded figure, draped with dusty cobwebs. To the south is a wider antechamber with an elaborate arched exit, flanked by a pair of alcoves in which stand lamellar-armored skeletons holding bronze khopeshes and wicker shields. On the floor before the exit is a colorful mosaic which remains vivid even through the thick layer of dust.
- Robed Figures. Beneath the decaying robes are mummified bodies in a state of complete rigor. Removing a body from its alcove and/or harming one in any way triggers a trap.
- Archway. The exit is exquisitely carved with renderings of flora and fauna. Intertwining vines form the hair of a matronly woman’s smiling face at the keystone. The archway’s design is incongruous with the rest of the tomb’s architecture: A DC 15 INT (History) check recognizes the structure to be elfish in design (an elf who examines it recognizes this fact immediately).
- Mosaic. The 8-ft. wide mosaic depicts intertwining thorny vines radiating from a red rose directly below the archway keystone. As above, the mosaic is of elfish craftsmanship.
The mosaic overlaps the 4-ft. wide archway, making it impossible to exit physically—even by jumping over it—without crossing at least part of the design.
- Crossing the mosaic while holding a votive candle lit with the altar flame (see area 10) allows the bearer to proceed safely to area 12. Crossing the mosaic otherwise triggers a trap.
- Trap! Roll Initiative if either the bodies (including the armored skeletons) are disturbed, or someone crosses the mosaic without holding a properly-lit candle.
On Initiative 20, thorny vines erupt from the floor, affecting a total area comprising rooms 10, 11, and 12, along with 25 ft. of the west corridor leading to area 10a.
- Anyone caught in the area must make a DC 15 STR save on the start of their turn each round or be grappled by the vines and suffer 1d4 piercing damage from the thorns. Success prevents the grapple and damage, but still acts as difficult terrain for movement.
The room’s guardians are unhindered by this effect, which lasts until ALL the guardians are vanquished. The guardians will pursue characters into area 12, but they stop at the vine threshold leading to area 10a.
- On their Initiative, 2d3+2 desiccated zombies rise from their alcoves and attack intruders. Each round thereafter, 1d3+1 zombies rise until all have animated (13 total).
On their Initiative, the (2) skeletal warriors step forward and attack anyone entering the antechamber portion of the room, as well.
New Monsters
Desiccated ZombieMedium undead, neutral
AC 9 (no armor)
HP 16 (3d8+3)
Speed 20
STR DEX CON INT WIS CHA
12 (+1) 8 (-1) 12 (+1) 6 (-2) 8 (-1) 5 (-3)
Vulnerabilities. Fire
Damage Immunities. Poison
Condition Immunities. Poisoned
Senses. Darkvision 60 ft., Passive Perception 8
CR 1/4 (50 XP)
Proficiency. +2
–Undead Fortitude. If damage reduces the desiccated zombie to 0 hit points, it must make a CON save with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
–Turn Resistance. Because it is an undead animated by vengeance and is within its consecrated burial ground, the desiccated zombie has advantage on saves to avoid being turned.
–Zombie Plague. Any creature who takes necrotic damage from the desiccated zombie's Breath of the Crypt is potentially infected by a deadly disease: 1d6 hours after failing the initial save, the victim must make another DC 11 CON save
or lose 1 point of CON, and additional saves at the end of each hour
thereafter to avoid losing more CON. If the victim's CON is reduced to 0
by this effect, the victim dies and is reanimated as a (regular) zombie
within 1d6 x 10 minutes of death. A Lesser Restoration spell OR
rolling a nat-20 on one of the CON saves to resist the plague will end
the effect. A recovering victim will gain 1 point of CON each day unless
they fail a DC 11 CON save (in which case, they gain no CON points back for that day).
Actions
–Multiattack. The desiccated zombie makes two Grasping Claw attacks on its turn.
–Grasping Claw. Melee Weapon Attack: +3, Reach 5 ft., one target, Hit: 3 (1d4+1) slashing. If both Grasping Claw attacks hit on the same turn, the target is grappled until they break free by using an action to make a (STR) Athletics check (escape DC 11). On the same turn it grapples a target, the zombie can use Breath of the Crypt with a bonus action.
Bonus Actions
–Breath of the Crypt. The desiccated zombie retches forth a cloud of miasma on a grappled target. The target must make a DC 11 CON save or suffer the poisoned condition for one minute. While poisoned,
the target takes 1d6 necrotic damage at the start of each of their
turns. At the end of each of their turns, the target can make a DC 11 CON save to end the effect.
__________
Skeletal WarriorMedium undead, neutral
AC 17 (lamellar armor and wicker shield)
HP 26 (4d8+8)
Speed 30
STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
Damage Immunities. Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 8
CR 2 (450 XP)
Proficiency. +2
–Turn Resistance. Because it is an undead animated by vengeance and is within its consecrated burial ground, the skeletal warrior has advantage on saves to avoid being turned.
Actions
–Multiattack. The skeletal warrior makes two khopesh attacks or throws two javelins on its turn.
–Khopesh. Melee Weapon Attack: +4, Reach 5 ft., one target, Hit: 5 (1d6+2) slashing or 6 (1d8+2) if wielded with two hands.
–Javelin. Ranged Weapon Attack: +4, range 30/60,one target, Hit: 5 (1d6+2) piercing.
Reaction
–Parry. The skeletal warrior can use its reaction to increase its AC by 2 against a single attack.
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