Dungeon23, February Day 16

 Missed a day, so here are two rooms for make-up time.


Area 20

The wooden double doors to the south of this room are closed but unlocked.

The wooden door to the northeast of the room is locked. The door lock can be picked with a successful DC 18 Thieves' Tools check. Smashing down the doors can also be accomplished: each door has AC 15 and 18 hit points (immune to poison and psychic damage). If the PCs have encountered any cultists due to a Random Encounter, one of the cultists will have a key that fits the lock to this door.

This room used to be used as corpse storage by the evil cult. The would store the bodies of the dead in the cold to preserve them until they could be animated or used in the creation of a flesh golem. There are currently no bodies stored in this chamber.

This room is intensely cold, thanks to the ice storage in the chamber. Four large boxes contain blocks of ice that keep this room cold. The PCs should not have to worry about the cold too much, unless they spend more than one hour in the room. Creatures exposed to the cold room must make a DC 10 Constitution saving throw at the end of each hour or take a level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear and creatures naturally adapted to cold climates.


Area 21

The door to this chamber is locked. The door lock can be picked with a successful DC 18 Thieves' Tools check. Smashing down the doors can also be accomplished: each door has AC 15 and 18 hit points (immune to poison and psychic damage). If the PCs have encountered any cultists due to a Random Encounter, one of the cultists will have a key that fits the lock to this door.


As you open the door to this room, you see what appears to be a small audience chamber. Directly across from the door is a large wooden chair. Seated upon the chair appears to be a decayed humanoid form clad in tattered robes. Taking a quick look around, you see a pair of heavy wooden trunks set against the walls to either side of the room.

Your continued examination of the room is interrupted as the figure in the chair suddenly lifts their head and begins to stand. As it rises, the robes fall from its body, revealing a stitched together collection of humanoid body parts into a single massive creature. It lurches towards you with a yowl and murderous intent in its eyes!


This room used to serve as the audience chamber of the evil cult leader during the creation of the Crypt and the Temple Area. Since the completion of the Temple Area, the cult leader has moved their personal effects to a secure location there and placed a flesh golem to serve as a guardian here.

The two wooden trunks are both locked, requiring a DC 15 Thieves' Tools check to open. The wealthy treasures of the cult leader have been removed and replaced with more deadly surprises for the PCs.

Creature: The creature on the seat is a flesh golem. It is tasked to attack and slay anyone who enters this room. It can be commanded to stop attacking by using the Infernal language, but the PCs will not know this information. The golem will follow intruders out of this room and continue attacking until it has slain all the PCs or until itself is destroyed.

Inside each of the wooden trunks is a deadly wight. These creatures are also tasked to slay anyone who opens their trunks.



Flesh Golem

Medium construct, neutral

Armor Class 9

Hit Points 93 (11d8+44)

Speed 30 ft.

STR 19 (+4) DEX 9 (-1) CON 18 (+4)

INT 6 (-2) WIS 10 (+0) CHA 5 (-3)

Damage Immunities Lightning, Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Adamantine

Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses Darkvision 60 Ft., passive Perception 10

Languages Understands Infernal But Can't Speak

Challenge 5 (1,800 XP); Prof Bonus +3

Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Berserk. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.

Immutable Form. The golem is immune to any spell or effect that would alter its form.

Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.

Magic Weapons. The golem's weapon attacks are magical.

ACTIONS

Multiattack. The golem makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (2d8 + 4) bludgeoning damage.




Wights (2)

Medium undead, neutral evil

Armor Class 14 (Studded Leather)

Hit Points 45 (6d8+18)

Speed 30 ft.

STR 15 (+2) DEX 14 (+2) CON 16 (+3)

INT 10 (+0) WIS 13 (+1) CHA 15 (+2)

Skills Perception +3, Stealth +4

Damage Resistance necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks That Aren't Silvered

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses Darkvision 60 ft., passive Perception 13

Languages Common

Challenge 3 (700 XP); Prof Bonus +2

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

ACTIONS

Multiattack. The wight makes two longsword attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw 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 the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage; one handed; or 7 (1d10+2) slashing damage with using the sword with two-hands.



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