Monday, February 12, 2024

The Dolmen Tomb – Area 15: Champion's Crypt

 

Dozens of ancient skeletons are laid out on straw mats lining the floor of this crypt. A carved stone sarcophagus rests near the angled south walls. The stone lid is carved with ancient glyphs that tell the tale of Tiyamuzi—Champion of the Coyote Clan. Bloodoath-Keeper.

  • Skeletons. A trap is triggered when the secret door opens (see area 13).
  • Sarcophagus. When half the brittle skeletons are killed, the sarcophagus lid slides open and a wight emerges (a male wearing a loincloth and wielding a greataxe, with an iron wand tucked into his belt).

    • +1 Greataxe/+2 Orc-slayer. (req. Attunement) The axe’s damage negates an orc’s Relentless Endurance trait. In addition, whenever directly engaged in combat with orcs, the wielder regenerates 1 HP per Proficiency bonus at the start of their turn so long as they are not at 0 HP.
    • Iron Wand. Other than being made of iron, this wand is identical to the items found in areas 5, 6, and 14). See area 19 for details on using this wand.

    • Found inside the sarcophagus are 2,617 cp, 1,081 sp, 335 gp, 15 gems (<100> ea.), a medicine bag containing a dozen humanoid (bugbear) teeth, and a beautifully-painted jar containing the ashes of his wife.

<< Area 14: Wise-woman's Crypt

>> Area 16: False Secret Door

__________

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.

__________

Tiyamuzi
Medium undead, neutral                                       
AC 16 (Unarmored)
HP 60 (8d8+24)
Speed 40                                                       

STR        DEX         CON       INT        WIS       CHA
18 (+4)   14 (+2)     18 (+4)   10 (+0)    13 (+1)   15 (+2)

Saving Throws. STR +6, DEX +4
Skills. Athletics +6, Perception +3, Stealth +4
Damage Resistances.

Non-magical weapons that aren't silvered; bludgeoning, piercing, and slashing damage (while raging)
Damage Immunities. Necrotic, Poison
Condition Immunities. Exhaustion, Poisoned
Senses. Darkvision 60 ft., Passive Perception 13
CR 5 (1,800 XP)
Proficiency. +2

–Danger Sense. Tiyamuzi has advantage on DEX saves against effects that he can see, such as traps and spells, as long as he is not blinded, deafened, or incapacitated.

–Fast Movement. Tiyamuzi's Speed increases by 10 while not wearing heavy armor.

Magic Items. Tiyamuzi uses a +1 Greataxe / +2 Orc-slayer.

–Reckless Attack. When Tiyamuzi makes his first attack on his turn, he can attack recklessly, giving him advantage on melee weapon attack rolls using STR during this turn, but attack rolls against him have advantage until the start of his next turn.

–Sunlight Sensitivity. While in sunlight, Tiyamuzi has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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

–Unarmored Defense. Tiyamuzi adds both DEX and CON mods to AC if he is wearing no armor.

Actions

Multiattack. Tiyamuzi makes two Greataxe attacks, or one Greataxe attack and one Life Drain.

+1 Greataxe / +2 Orc-slayer. Melee Weapon Attack: +7, Reach 5 ft., one target, Hit: 11 (1d12+5) slashing plus 2 (1d4) slashing damage while raging. When fighting orcs or half-orcs, Tiyamuzi gains an additional +1 to-hit and damage, his attacks negate an orc’s Relentless Endurance trait, and he regenerates 2 HP at the start of his turn so long as he is not at 0 HP.

Life Drain. Melee Weapon Attack: +6, Reach 5 ft., one target, Hit: 5 (1d6+2) necrotic. The target must succeed on a DC 13 CON save or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a zombie under Tiyamuzi's control, unless the humanoid is restored to life or its body is destroyed. Tiyamuzi can have no more than twelve zombies under his control at one time.

Bonus Actions

–Rage (3/Day). Tiyamuzi can enter a rage as a bonus action on his turn, gaining the following benefits if he isn't wearing heavy armor:

  • Advantage on STR checks and saves.
  • +2 damage w/ STR-melee weapons.
  • Resistance to bludgeoning, piercing, and slashing damage

The rage lasts for 1 minute but ends early if Tiyamuzi's turn ends and he hasn't attacked a hostile creature since his last turn or taken damage since then.

–Frenzy Attack. While Tiyamuzi is raging, he can use his bonus action to make a single melee weapon attack on each of his turns.

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

No comments:

Post a Comment

Rotting Effects in D&D

As I re-acquaint myself with the rules of Basic / Advanced D&D , I'm remembering some of the odd bits and pieces of the game that we...