Dungeon23: February Day 1

Continuing through the Crypts, using a map created by Justin Andrew Mason.


Area 5

The two wooden doors to the room – one to the south and one to the east – are closed but unlocked.

A lines of four pillars support the western wall of this room.

Creatures: Standing in front of each pillar is a skeleton. They are tasked to attack anyone who enters this room without commanding them to “stand down” in the Infernal language. The skeletons will pursue intruders outside the room.


Skeletons (4)

Medium undead, lawful evil

Armor Class 13 (armor scraps)

Hit Points 13 (2d8+4)

Speed 30 ft.

Str 10 (+0) Dex 14 (+2) Con 15 (+2)

Int 6 (-2) Wis 8 (-1) Cha 5 (-3)

Condition Immunity exhaustion, poisoned

Damage Immunity poison

Damage Vulnerability bludgeoning

Senses darkvision 60 ft.; passive Perception 9

Languages understands Common and Infernal, but cannot speak

Challenge 1/4 (50 xp), Prof. Bonus +2

ACTIONS

Shortsword. Melee weapon attack: +4 to hit, 5-ft. reach, one target. Hit: 5 (1d6+2) slashing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, Range 80 ft./320 ft., one target. Hit: 5 (1d6+2) piercing damage.


Area 6

The southern door and the western double doors into this room are stuck closed, due to the webs that fill this chamber.

It is difficult to say what this room was used for. Ghoul tunnels have caused some of the room to collapse, and the open areas are filled with thick spider webs. Due to the webs, all movement in the room is considered to be through difficult terrain.

Creatures: A pair of crypt spiders (giant spiders) make their homes in this room. One lives in a funnel web to the southeast, while the other lives in the funnel web to the southwest. They investigate any movement they sense in their webbing, and attack any living creature they discover; dragging them into the lair at the backs of the room to feed upon.


Crypt Spiders (2)

Large beast, unaligned

Armor Class 14 (natural armor)

Hit Points 26 (4d10+4)

Speed 30 ft., climb 30 ft.

Str 14 (+2) Dex 16 (+3) Con 12 (+1)

Int 2 (-4) Wis 11 (+0) Cha 4 (-3)

Skills Stealth +7

Senses Blindsight 10 ft., Darkvision 60 ft., passive Perception 10

Languages

Challenge 1 (200 xp); Prof. Bonus +2

Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.

Web Walker. The spider ignores movement restrictions caused by webbing.

ACTIONS

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage, plus 9 (2d8) poison damage. The target must make a DC 11 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5-6). Ranged Weapon Attack: +5 to hit, reach 30/60 ft., one creature. The target is restrained by webbing As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Treasure: The spiders have some treasure in the back of their lairs; spoils collected from their unwitting victims. This includes a total of 19 copper pennies, 9 silver shillings, and 12 gold coins. Collecting the scattered coins requires 10 minutes and a successful DC 11 Intelligence (Investigation check).


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