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SERVIONS'S BANE

This is the final culmination of the Caer Allwyn Necromancer Eye quest series.  It is designed for a group of 6-8 characters ranging from 9-12th level.  IT can be run as a stand along adventure but many of the notes and plots will make more sense if the whole quest series has been completed.

 

Intro: In the third age just before the fall of the fifth moon, Servion was raising to power in the coreward regions of Ruathyn’s Empire. His undead minions drove fear into the people and the Emperor placed a great reward for Servion’s demise.  The temple of the Undead was located high atop a small range of mountains at the most inward of what is now the High Plains of the Zephyr.  From atop the Temple courtyard Servion could see the borders of Iccendria’s great eye of darkness.  At the turn of the ages the awakening brought hope to many of the races of Verith.  The undead vanished from the region and Servion was heard of no more.  The Empire had collapsed and Servion became legend.

 

Setting: you have traveled several days past the last settlement and have spent the day hiking up the small trail in this lonely mountain range.  Signs of Servion’s presence still remain.  Small piles of bones and skulls litter the areas around the trail and have built up in between the rocks.  It is obvious that death was once very prominent in these peaks.  You have yet to see any signs of life however, no birds, no critters, and still no walking dead.  As the sun begins to pass into shadow you arrive at a small landing that is stained with centuries of blood.  Lichens cover the walls and before you is a set of double doors with the marking of Servion.  You have arrived.

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MAIN LEVEL

 

1.A giant set of double doors bar the entrance to the temple.  Bound black iron bands that reinforce the already sturdy construct.  The doors are sealed on all sides with a thick hard wax mixed with silver.  The mark of Servion the Necromancer is inset into the middle of the doors.  It glows a soft green.   (A combined STR: 45 is needed to open the doors once the silver wax is removed.  The doors can also withstand 100hp of bashing damage, the wizard mark was placed here as a warning.)

 

2.The entry foyer is 10’ wide and 10’ high and 30’ long.  Metal torches rest in sconce inset in the wall alternating every 5’.  The floor and ceiling are bare except near the now open doors where wind has blown in a few leaves and some dirt.  The walls, floor, and ceiling are all carved in intricate detail with skeletons, coffins, and other undead, along with the central images of a stylized black dragon, the symbol of Parazyphon, Wyrmking of the Dead and Undead.  At the end of the hallway is a black linen curtain.  It sways gently from the light breeze entering the temple. The curtain is suspended by 10 black iron rings on a cold wrought iron rod. (The black linen curtain is actually a carpet of flying 5’x7’; it works only at night and can hold 3 human sized people. The command word is sewn in the upper corner of the curtain in black sable thread “rise up from the dead”).

 

3. Behind the curtain is a large square chamber with a vaulted ceiling supported by large timbers of Vendarian Oak. The peak of the ceiling must be 40’ high. In the center of the room is a fountain made of swirled pink and black marble.  The base is comprised of two tiers while the upper half is a pair of four intertwined serpents coiled straight up 10’ with flaring wings that point in the four directions of the elements.  Water shoots out at the heads of the snakes and lands in each section of the fountain.  The far side of the room has two matching archways that continue on into darkness. (Closer inspection reveals that the eyes of the serpents are set with red gems: tourmaline 75 gp each.  If the gems of serpents are touched they will revert to the giant constrictor snakes that they once were.  Once killed they revert back to the now broken stone statues and the gems can easily be taken).

 

4. The right archway drops down a short set of stairs that lead to a small storage area full of old barrels and crates now covered in dust.  Once full of dried grains and fruits; now dry and brittle partially rat eaten and covered in feces.  Two of the barrels hold wine that is still good.  (If the party chooses to go through everything they can salvage 2 weeks rations for 6 people plus the wine-10 gallons.  Behind the stacks of crates and barrels in the rear left corner is a small concealed door.  It is 5’x3’ and a skill check is needed to discover it.

 

5.This small passageway leads down a twisting corridor and out into a chamber that appears to have been a kitchen of sorts.  It is filled with a large fireplace along with old rusty and dented pots and pans that litter the floor and counter.  Other utensils hang on the wall and lay about. *The light from the torches will suddenly flutter and a gust of wind will spew out of the fireplace that will then come ablaze in a flash.  An old lady will be standing at the fireplace with her back to the group.  She mumbles as she stirs a large cauldron on the fire. (This is a ghost of the cook that worked here back in ages past.  She will not notice the party unless the party attempts to touch her.  If disturbed she will violently attack the first male member of the party.  She will see them as her husband that killed her.  She will attempt to magic jar this male leaving the others alone.  If this succeeds she will fade away laughing.

 

6.The left archway open into a long corridor set with six statues of well dressed and adorned humans; nobles from the line of Servion.  The statues are exquisite in their regal poses.  The walls and floor are blood red.  Each statue will glow lightly as it is approached filling the room with an eerie red light.

   A.The first statue has a magic mouth cast upon it. When touched it will speak in common Ruathyn, “Welcome guest to my humble abode, you will find a few goodies in the waiting room.  Please enjoy them while I prepare to receive you in the study”. The mouth will then disappear until it is touched again.

   B. This statue if touched will raise its hand as if to shake and welcome the guest.Anyone foolish enough to shake the hand will receive a shock for 20 hp, save applicable for half damage.

 

7. A small pedestal sculpture of a black dragon sits against the back wall.  It is holding a glass top.  Atop the glass is a small silver cup with a small portion of a thick red liquid.  Next to the cup is a silver plate full of hard red candy.  (The red liquid is a single dose of sweet water potion, the candy is sweet, the cup is worth 5gp and the plate 2gp).

 

8. A large full length mirror set in an old oaken frame is hung against the end wall.  The detailed carvings around the mirror are of skulls and weapons. (Those who look into the mirror must save or be charmed to stare into the mirror endlessly.  If a character attempts to move the charmed victim they will attack until the charm is magically dispelled.  Hidden behind the bottom of the mirror frame is a latch, when released the mirror will easily swing open and reveal a secret room.

 

9. This must be the waiting room the statue spoke of. There is a well lit fireplace against the far wall and warms the room nicely. Several worn couches and chairs surround the fireplace and a low table in the middle of the room is set with a full bottle of old wine and a set of 8 crystal goblets.  The door across from the fireplace is locked and bound with iron bars.  The upper door is decorated with frescos that once depicted a scene of undead roaming the lands. (Close inspection of the room reveals that the mantle is made of the same oak found in many of the furnishings and the main doors.  There is a candelabrum atop the mantle black with soot.  The room has several small tables with knick-knacks of times gone by most are old and decayed; statuettes, furs, shells, candles, and so on.  Inside a large conch shell is a bone ring (+2 vs Undead, the candelabra if cleaned is gold 300gp.  The back of the fireplace is a secret door.  IT will not be found if the fire is not put out).

 

10.This small room is empty and devoid of any sign of habitation.  The walls are a dull grey and the corners have small piles of black powder (carbon residue from spells.  If the ceiling is checked a trap door can be found in the ceiling 12’ overhead, it enters room #15 on the upper level.

 

11. This room has a throw rug with a black dragon insignia in the middle of the floor, still in good condition; a torch is lit hanging in a sconce on the wall.  A small 5’ diameter hole is open in the floor and drops into darkness. A narrow staircase leads up and a door next to the hole is closed with strange markings on it inside of a circle.   The stairs shine in the torchlight as if a liquid is on them.  (The stairs are coated in oil of slipperiness and cannot be climbed by normal means).

   A.The pit is 5’s in diameter and drops out of sight, heat rises up from below and the smell of sulfur.  The pit is 50’ and opens into the lower caves near the lava pits, (Room#24).

   B.The door to the closet is marked with a strange glyph.  Energy Drain to be exact, if touched the victim loses a level, unless the glyph is first removed.

 

12.This small chamber is the remains of a laboratory.  Various items of all sorts litter the three tables and old broken shelves. (Anyone knowledgeable in magic will recognize the equipment as alchemical in nature.  If searched there is a secret panel in one of the tables that contains a small pouch tied with a silver cord, this is a silver cord bag of holding detailed at the end of the module.  Currently inside the bag are a scroll of protection from undead, and a level 1 chill touch spell, 3 gems (green spinal 200gp, pink agate 9gp, and a tiger eye 25gp) there is also a hat of gaseous form with three charges left).

 

UPPER LEVEL

 

13. The stairs once traversed lead up to a long chamber full of books, scrolls, and tomes.  The lower shelves are unorganized and many have fallen off the shelves. Many topics are covered in this old but well kept collection: Elvish history, Dwarvish history, History of Ruathyn, poetry, love letters, and accounts of the undead; also a large section on indigenous plant life and several horror stories.  One section of top shelf is protected by a cage. Another odd section is set atop all the other bookshelves.  The lone table in the room is empty.

   A.The top shelf of this bookcase is covered with an iron grill and is locked (-20% to pick).  Behind the cage are three ancient tomes. Each is described in detail at the end of the module.  One book is bound in human flesh and dragon hide, the next is made of malachite and obsidian tablets, the last is made of two thin slabs of Blackstone. (A Tome of the Undead, the Tome of Servion, and the Tome of the Redones).

   B.This shelf is set atop the other bookshelves and has several old bone scroll cases and a small book with a red silk cover.  The book contains the spell detect undead, and the scroll tubes are empty.

 

14. A small sleeping chamber with only the bare necessities; a cot that has rotted, an old rickety nightstand, and a rusty water basin.  There is a burned out torch in a sconce on the wall.

 

15.A small sleeping chamber with only the bare necessities; a cot that has rotted, an old rickety nightstand, and a full water basin.  There is a torch in a sconce on the wall. (Under the cot is a trapdoor that leads to the main level #10.  The water is actually a nasty water elemental that has been trapped here for centuries.  It will attack anyone that touches the water.  The bottom of the water basin is a dimensional hole that leads to the pool in room #17.  If the basin is removed from the temple the magic is broken).

 

16.This bedchamber is bigger than the others and is outfitted with slightly better furniture.  A double four poster bed lays in disrepair and two copper lanterns set on the table. There is a locked door on the far wall. (Under the mattress is a vial of blue liquid (poison).

 

17.This room has zero visibility past the door a dry acrid fog fills the air the smell of sulfur fills your nose. (The actual size of this alcove is 5’.  In reality it is a transportation chamber and the fog is a disguise to mask the effect.  It will seem as if the party walks through about 5’ of fog into a large cavern with a pool in the center reflecting of the torch light.

 

18.Behind the mirror is a small alcove that has a throne of bone built into the wall. (Anyone who sits in the throne must save or be affected by a powerful cursed illusion.  Over the course of the next seven days the illusion will create the feeling of being followed by shadows.  The effected members will begin to see undead out of the corners of their eyes and hear creaking and groaning at odd times. At the end of the seven days they must save or be attacked by a swarm of undead: 6 skeletons, 6 ghouls, 6 ghasts, 3 wights, 1 shadow.  Each person affected will be attacked by their own group of undead).

CAVERN LEVEL

 

The players can only enter this level of caverns through the misty alcove in area #17 of the upper level.They can leave from this way as well if they choose not to continue with the other options provided.

 

19.As you pass thru the fog you enter a gigantic cavern.  The walls glisten from the reflections of your torch light.  In the center of the cavern you see a pool of good size collecting in the center of the room.  The ceiling is out of view (30’).  The floors are extremely slippery and covered with mud (a foot deep in some places).

   A.The fog sets in a small alcove against the wall.  This fog is a portal to room #17 in the upper level.

   B.The pool of the guardian elemental.  The elemental from #15 will be here if not killed in an earlier battle.  Skeletons can be seen littered about the pool, covered in algae and mold.  The skeletons (12) are helpers for the elemental and they have been commanded to aid it in battle.  They will activate if the pool is touched if the elemental is dead. At the bottom of the pool in a few pouches and rusted coffers are 39cp, 110 sp, 41gp, gold ring (25gp) and a vial of purple liquid (polymorph self).

   C.A cliff drops off as the cavern narrows and opens into the darkness. (It drops 25’ to the spore tunnels).

 

20.The cliff drops down to a narrow passage and winds down for a gently sloping path.  It finally opens into a wider chamber that smells musty and the air is damp and warm.  The walls are covered in brown-yellowish lichen.  (This is undead cave lichen; it will automatically attack anything that is within 3’ of it- see description at back of module). Just past the lichen the tunnel slopes downward in long slippery steps until at the bottom the tunnel splits to the left or right.

 

21.A pile of stones has been piled up to block this passage.  The rocks have purposely been placed here.  (The rocks can be moved in 4-9 rounds but is a noisy process that will attract the creatures in #23).

 

22.Beyond the pile of stones passage narrows and the ceiling drops until the tunnel is 3’w x 4’h, most characters will have to kneel or crawl to move about these tunnels.  The twisting maze of tunnels ends up connecting in a den of carrion crawlers (5) that keep the other cavern tunnels clear. (2 adults roam the tunnels while 3 younglings stay in the nest.  The nest has lots of coins and skeleton bones: 400cp, 120sp, 30gp, 100pp, and a Valusian shield +2 (Namijar Overlord).  

 

23.Grimlock Lair: These caverns are wide and the ceiling height varies.  Sinkholes, stalactites and stalagmites create a dangerous and slippery area.  Flowstone winds its way gradually down the center of the room towards the others side where a red glow comes from another tunnel.  Crystals reflect light from your torches and shadows scurry about and approach. (14 Grimlocks who have been enslaved by Servion to do his bidding. They are very hungry and will attack without mercy).

 

24.As you enter this cavern the temperature rises sharply to over 150F, sweat pours from your brow and metal begins to heat up.  The faint glow is now a strong red light that comes from the magma pits where lava slowly boils and pops in the two pools. The room is full of steam on the far side as a vent has been blocked by a medium boulder. Across the larger pool another cavern can be seen with something large in it.

   A. A well opens up from the ceiling and rises up 50’ to room #11.  It is possible to climb this as there are plenty of handholds (+15% climbing).

   B. The lava pools are 8’-10’ deep are actively bubbling.  Anyone hit with the magma will cause 1-8hp damage a burst will happen every 10’ traversed.  The smaller pool has a small ledge on the far side where a helmet rests (inset with a sapphire 1000gp).

   C. In the back of a small hole about 1’ deep just at the magma level is a golden ring engraved with flames (Ring fire resistance). 

 

25.The lava pool ends and a cavern starts that holds a great four armed statue of a two headed skeleton statue adorned in finery and holding four giant battle axes.  A giant cut stone block rests against the side wall. (This is a stone golem that is here to protect the tomb of Servion’s wife in room #26).

 

26.A narrow passage (5’) leads into a small chamber that holds a sarcophagus that holds the remains of Servion’s wife.  This is easy to determine from all the fresco paintings on the walls.  It shows Servion and his bride on one wall, them ruling the world on another and a funeral procession on the third.  The fourth wall shows the bride raised again by Servion’s side in the afterlife. The Sarcophagus is engraved in the language of the dead and says “Here lays my beloved wife, let any who disturbs her restful sleep be eternally cursed”. The lid is held on with four silver latches.  (Anyone foolish enough to open the lid will be attacked by the mummy of Servion’s wife.  The mummy is adorned with a golden mask, a jade necklace, several golden bracelets; the sarcophagus is lined with a giant white bear fur.  The mask is 300gp, the necklace is a necklace of speed, giving the mummy an extra attack per round.  Each bracelet is worth 100gp.  The bear fur is a cloak of warmth.

 

27.This cavern is full of giant webs and ant carcasses.  The ceiling is also covered in webs. The spiders have long since died but their webs still trap the ants that venture here from #28.  The webs have kept the ants from entering the rest of the cavern complex.

 

28.This part of the cavern is full of activity.  Giant ants have tunneled into this portion of the caverns from their great network.  In the room itself are 10 giant ants, but up to 56 more are in range if the party stays here for a prolonged period of time.  The ant tunnels are easily seen at various points in the cavern as they tunnel debris surrounds their egress points.  The ants are in search of food.

 

29.This long forgotten alcove is up on a 15’ ledge and the ants have yet to climb the slimy walls of the cliff surface.  The ledge is the last resting place of an ancient adventurer.  Their bone lie in dust and the armor is rusted.  There is a bone scroll case that is still intact that contains a map of the known world (250 years ago) and a vial of gold liquid (protection potion +4).

 

30.The tunnel turns abruptly and the corner holds a pile of dead bodies, a glint of light reflects of the shiny stripped bones of some of them, rotten flesh and rancid liquids ooze from the pile.  IF the pile is touched the zombies will attack. (13 zombies and 2 ogre zombies.  The noise of this battle has a 20% chance per round of attracting the skeletons from area #31.  These are some remnants of Servion’s old army.

 

31.This tunnel circles and joins itself; it holds 20 skeletons and 2 Minotaur skeletons that are posted as guards from ages past.  They will any creature that approaches.  They may not be here if they heard the battle in area #30.

 

32.A concealed door seals this small alcove off.  Once opened the alcove is filled with a grey fog.  Those who enter are transported to room #10 on the main level.

 

33.This cavern appears to have been carved out of the rock and finished rather the natural formations encountered earlier. The walls and ceiling are perfectly smooth with no markings.  At the end of the room is a set of iron bound double doors sealed with silver around all the edges.  The doors are covered in many glyphs and runes set in a large circle encompassing the entirety of the whole set of doors.  A brazier is set just in at the far end of the room; the door and is flanked on both sides by statues of black dragons (8’).

   A. The brazier is a magical safety device.  It is part of a multi faceted lock.  The brazier must be lit as the first part of the unlocking mechanism. After the brazier is past a high pitched whine will begin as the party gets closer to the door the whine increases to a painful level.  Save or take 1-10 hp per round.  Once the brazier is lit the whining will stop.

   B. A giant set of double doors.  Bound black iron bands that reinforce the already sturdy construct.  The doors are sealed on all sides with silver.  The mark of Servion the Necromancer is inset into the middle of the doors, as well as other glyphs and runes.  It glows a soft green.   (A combined STR: 45 is needed to open the doors once the silver wax is removed.  The doors can also withstand 100hp of bashing damage, the wizard mark was placed here as a warning).  This door has also been wizard locked; the magic must be removed to open this door.

   C. Anyone touching the doors without wearing the amulet of Servion will find the statues to be extremely unfriendly.  The black dragon statues are identical in every way.  If the statues are examined before the door is touched they will find a small stiletto placed in the mouth of each dragon.  The statues will slowly move to block the doors once touched.  These stilettos will magically dissolve the silver in the door if touched to the silver.  The statues are animated suits of armor for purposes of battle.

 

34.The family burial tomb.  Servion’s obsession with the undead had him prepare for all his families deaths.  This chamber is lined with black obsidian and is etched with gold and silver glyphs and runes that line the walls in cryptic patterns that bring a sense of dread and wonder at the same time.  The air is stale and smells of sweat and earth.  The center aisle passes 8 crypts and ends in a larger chamber with two giant statues.  Beyond the statues is a large golden door marked with the seal of Servion.  The entire chamber emits an eerie green glow and a slight pulse of a heartbeat can be felt in the thick air.

   A. These crypts contain an open sarcophagus that has yet to be used.  They are empty.

   B. These crypts contain sealed sarcophagus sealed with wax.  There are no visible markings.  Servion’s most faithful servants ended up here.

   C. This coffin is sealed in silver and the markings indicate that is contains Servion’s Son “Zyphon”.  The frescos on the walls show that he died in battle with a great demon.  When the coffin is opened the body will turn black and crumble to dust that will fill the room. From out of the dust forms a specter. (The players should think the dust is poisonous and panic.  It is not, but this will get them to perhaps rush out of the room towards the statues.  In later adventures you can have them develop a bad cough.  The silver that lined the coffin is valued at 50gp).

   D. The Giant statues Represent Servion kneeling before Parazyphon. The wings of the Dragon flair up and over the door entrance and the statue of Servion. The name of each statue is carved in their pedestals.

   E. This solid gold door is set.  The only way to open this door is to say the name of Servion and Parazyphon; upon uttering these names the door will simple vanish.

 

35.The crypt of Servion the Unholy, Necromancer Supreme, Servant of Parazyphon. As the door vanishes a well adorned room is revealed. Tapestries cover the walls, featuring undead, death, and war. The ceiling has lines hanging from it, and the whole room gives a warm feeling of comfort and luxury, yet something seems amiss.  At the far end of the room is a throne of bones set upon a pile of skulls. Sitting on the throne is a decrepit skeleton in silken clothing (Skeleton Lord).  It might be Servion.  (He is however a prisoner in the gem upon the scepter.  The skeleton holds a great bone scepter covered in gold and platinum set with a great diamond.  A chest of iron sits at the foot of the throne.  A dwarvish lock of black iron binds the latch shut (-20% pick locks). A silver necklace of ornate design wraps around the neck of the old one.  The amulet on the chain bares the mark of Servion that glows in a light eerie green. (It will take 50 points of smashing damage to break the lock and only a magic weapon will damage it, this will be a noisy endeavor.

 

Servion was attempting to convert to Lichdom when the spell went awry and his soul was trapped in the gem without preserving the body.If the scepter is cracked or broken there is a 40% chance that the soul of Servion will be released and attempt to inhabit the nearest body. If the gem is shattered there is 100% chance of this happening).

 

In the chest are 4 bags, 2 coffers and a thin rod of iron and many loose coins (300cp, 1100sp, 100ep, 300gp, 90pp)

Bag 1: is coated with poison those who touch it save vs poison or die in 1-4 rounds, if save is made then the hero is reduced to zero hp.Inside are 9 opals (1000gp each)

Bag 2: Tied with three blue ribbons.Inside are small black seeds the size of a pea (24 Skeleton seeds).

Bag 3: Contains a mithril chain vest +2 (non magical worth 8000gp if sold it weighs 90#).

Bag4: Contains a set of silver goblets inset quartz (100gp value).

Coffer 1: Contains 3 copper rings of the same style and size.IF they are placed on the same finger at the same time they turn into a gold ring (cursed) and cannot be removed.The curse causes all the body to fall of the victim and a horrible stench to exude from them.If the curse is removed the ring is valued at 100gp.

Coffer 2: Hold several parchment scrolls: Bestow curse, Exard’s black tentacles, wall of ice and contagion.

The thin rod is a rod of controlling water elementals.

The scepter is a scepter of life possession and can hold a soul indefinitely as a trap the soul spell.Upon uttering the command word and touching a sacrifice the souls will transfer.There is a 30% chance of backfiring (this happened to Servion).The command word is magically inscribed in the gem and will be revealed with a detect magic spell (valued at 7000gp).

 

APPENDICES

 

Monsters (Stats based on D&D 5e and WoTC )

 

 

GIANT CONSTRICTOR SNAKE

Huge beast, unaligned

Armor Class 12

Hit Points 60 (8d12 + 8)

Speed 30ft., swim 30ft.

STR19 (+4)

DEX14 (+2)

Skills Perception +2

CON12 (+1)

INT1 (-5)

WIS10 (+0)

CHA3 (-4)

Senses blindsight 10ft., passive Perception 12

Languages -

Challenge 2 (450 XP)

ACTIONS

Bite. Melee Weapon Attack: +6 to hit, reach 10ft., one creature.

Hit: 11 (2d6 +4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one

creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the

target is grappled (escape DC 16). Until this grapple ends,

the creature is restrained, and the snake can't constrict

another target.

 

UNDEAD CAVE LICHEN

Medium plant, unaligned

Armor Class 5

Hit Points 18 (4d8)

·speed 5 ft.

STR3 (- 4)

DEX1 (-5)

CON10 (+0)

INT1 (- 5)

WIS3 (- 4)

Condition Immunities blinded, deafened, frightened

Senses blindsight 30ft. (blind beyond this radius) ,

passive Perception 6

Languages -

Challenge 1/4 (50 XP)

CHA

1 (- 5)

False Appearance. While the lichen remains motionless,

it is indistinguishable from an ordinary lichen.

ACTIONS

Multiattack. The lichen makes 1d4 Rotting Touch attacks.

Rotting Touch. Melee Weapon Attack: +2 to hit, reach 10ft., one

creature. Hit: 4 (1d8) necrotic damage.

Anyone killed by the lichen will rise as a mummy in 1-4 days.

 

GHOST

Medium undead, any alignment

Armor Class 11

Hit Points 45 (10d8)

Speed 0 ft., fly 40ft.

STR7 (-2)

DEX13 (+1)

CON10 (+0)

INT10 (+0)

WIS12 (+1)

CHA17 (+3)

Damage Resistances acid, fire, lightning, thunder; bludgeoning,

piercing, and slashing from non magical weapons

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened,

grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 60ft., passive Perception 11

Languages any languages it knew in life

Challenge 4 (1 ,100 XP)

Ethereal Sight. The ghost can see 60 feet into the Ethereal

Plane when it is on the Material Plane, and vice versa.

Incorporeal Movement. The ghost can move through other

creatures and objects as if they were difficult terrain. It takes 5

(1d10) force damage if it ends its turn in side an object.

ACTIONS

Withering Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 17 (4d6 + 3) necrotic damage.

Etherealness. The ghost enters the Ethereal Plane from the

Material Plane, or vice versa. It is visible on the Material Plane

while it is in the Border Ethereal, and viae versa, yet it can't

affect or be affected by anything on the other plane.

Horrifying Visage. Each non-undead creature within 60 feet

of the ghost that can see it must succeed on a DC 13 Wisdom

saving throw or be frightened for 1 minute. If the save fails by

5 or more, the target also ages 1d4 x 10 years. A frightened

target can repeat the saving throw at the end of each of its

turns, ending the frightened condition on itself on a success.

If a target's saving throw is successful or the effect ends for it,

the target is immune to this ghost's Horrifying Visage for the

next 24 hours. The aging effect can be reversed with a greater

restoration spell, but only within 24 hours of it occurring.

Possession (Recharge 6). One humanoid that the ghost can see

within 5 feet of it must succeed on a DC 13 Charisma saving

throw or be possessed by the ghost; the ghost then disappears,

and the target is inca pacitated and loses control of its body.

The ghost now controls the body but doesn't deprive the target

of awareness. The ghost can't be targeted by any attack, spell,

or other effect, except ones that turn undead, and it retains its

alignment, Intelligence, Wisdom, Charisma, and immunity to

being charmed and frightened . It otherwise uses the possessed

target's statistics, but doesn't gain access to the target's

knowledge, class features, or proficien cies.

The possession lasts until the body drops to 0 hit points,

the ghost ends it as a bonus action, or the ghost is turned or

forced out by an effect li ke the dispel evil and good spell. When

the possession ends, the ghost reappears in an unoccupied

space within 5 feet of the body. The target is immune to this

ghost's Possession for 24 hours after succeeding on the saving

throw or after the possession ends.

 

WATER ELEMENTAL

Large elemental, neutral

Armor Class 14 (natural armor)

Hit Points 114 (12d10 + 48)

Speed 30ft., swim 90 ft.

STR18 (+4)

DEX14 (+2)

CON18 (+4)

INT5 (- 3)

WIS10 (+0)

CHA8 (- 1)

Damage Resistances acid; bludgeoning, piercing, and slashing

from nonmagical weapons

Damage Immunities poison

Condition Immunities exhaustion, grappled, paralyzed,

petrified, poisoned, prone, restrained, unconscious

Senses darkvision 60ft., passive Perception 10

Languages Aquan

Challenge 5 (1 ,800 XP)

Water Form. The elemental can enter a hostile creature's space

and stop there. It can move through a space as narrow as 1

inch wide without squeezing.

Freeze. If the elemental takes cold damage, it partially freezes;

its speed is reduced by 20 feet until the end of its next turn.

ACTIONS

Multiattack. The elemental makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft ., one target.

Hit: 13 (2d8 + 4) bludgeoning damage.

Whelm (Recharge 4-6). Each creature in the elemental's space

must make a DC 15 Strength saving throw. On a failure, a

target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or

smaller, it is also grappled (escape DC 14). Until this grapple

ends, the target is restrained and unable to breathe unless it

can breathe water. If the saving throw is successful, the target

is pushed out of the elemental's space.

The elemental can grapple one Large creature or up to two

Medium or smaller creatures at one tim e. At the start of each

of the elemental's turns, each target grappled by it takes 13

(2d8 + 4) bludgeoning damage. A creature within 5 feet of the

elemental can pull a creature or object out of it by taking an

action to make a DC 14 Strength and succeeding.

 

SKELETON

Medium undead, lawful evil

• Armor Class 13 (armor scraps)

Hit Points 13 (2d8 + 4)

· Speed 30 ft.

STR10 (+0)

DEX14 (+2)

CON15 (+2)

INT6 (-2)

WIS8 (-1)

CHA5 (-3)

Damage Vulnerabilities bludgeoning

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60ft., passive Perception 9

Languages understands all languages it knew in life but

can't speak

Challenge 1/4 (50 XP)

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one

target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80f320 ft .,

one target. Hit: 5 (1d6 + 2) piercing damage.

CARRION CRAWLER

Large monstrosity, unaligned

Armor Class 13 {natural armor)

Hit Points 51 (6d10 + 18)

Speed 30ft., climb 30ft.

STR14 (+2)

DEX13 (+1)

CON16 (+3)

INT1 (- 5)

WIS12 (+1)

CHA5 (- 3)

Skills Perception +3

Senses darkvision 60ft., passive Perception 13

Languages -

Challenge 2 (450 XP)

Keen Smell. The carrion crawler has advantage on Wisdom

(Perception) checks that rely on smell.

Spider Climb. The carrion crawler can cl imb difficult surfaces,

including upside down on ceilings, without needing to make an

ability check.

ACTIONS

Multiattack. The carrion crawler makes two attacks: one with

its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +8 to hit, reach 10ft., one

creature. Hit: 4 (1 d4 + 2) poison damage, and the target must

succeed on a DC 13 Constitution saving throw or be poisoned

for 1 minute. Until this poison ends, the ta rget is paralyzed.

The target can repeat the saving throw at the end of each of its

tu rns, ending the poison on itself on a success.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.

Hit: 7 (2d4 + 2) piercing damage.

 

GRIMLOCK

Medium humanoid (grimlock), neutral evil

Armor Class 11

Hit Points 11 (2d8 + 2)

Speed 30ft.

STR16 (+3)

DEX12 (+1)

CON12 (+1)

INT9 (- 1)

WIS8 (- 1)

CHA6 (-2)

Skills Athletics +5, Perception +3, Stealth +3

Condition Immunities blinded

Senses blindsight 30ft. or 10ft. while deafened (blind beyond

this rad ius), passive Perception 13

Languages Undercommon

Challenge 1/4 (SO XP)

Blind Senses. The grim lock can't use its blindsight while

deafened and unable to smell.

Keen Hearing and Smell. The grim lock has advantage on

Wisdom (Perception) checks that rely on hearing or smell.

Stone Camouflage. The griml ock has advantage on Dexterity

(Stealth) checks made to hide in rocky terrain.

ACTIONS

Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft.,

one target. Hit: 5 (1d4 + 3) bludgeoning damage pl us 2 (1d4)

piercing damage.

 

STONE GOLEM

Large construct, unaligned

· Armor Class 17 (natural armor)

Hit Points 178 (17d10 + 85)

Speed 30 ft.

STR22 (+6)

DEX9 (-1)

CON20 (+5)

INT3 (-4)

WIS11 (+0)

CHA1 (- 5)

Damage Immunities poison, psychic; bludgeoning, piercing,

and slashing from non magical weapons that aren't

adamantine

Condition Immunities charmed, exhaustion, frightened,

paralyzed, petrified, poisoned

Senses darkvision 120ft., passive Perception 10

Languages understands the languages of its creator but

can't speak

Challenge 10 (5,900 XP)

Immutable Form. The golem is immune to any spell or effect

that would alter its form.

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 s lam attacks.

Slam. Melee Weapon Attack: +10 to hit, reach 5 ft., one target.

Hit: 19 (3d8 + 6) bludgeoning damage.

Slow (Recharge 5-6). The golem targets one or more creatures

it can see within 10 feet of it. Each target must make a DC 17

Wisdom saving throw against this magic. On a failed save, a

target can't use reactions, its speed is halved, and it can't make

more than one attack on its turn. In addition, the target can

take either an action or a bonus action on its turn, not both.

These effects last for 1 minute. A target can repeat the saving

throw at the end of each of its turns, ending the effect on itself

on a success.

 

 

MUMMY

Medium undead, lawful evil

Armor Class 11 (natural armor)

Hit Points 58 (9d8 + 18)

Speed 20ft.

STR16 (+3)

DEX8 (-1)

CON15 (+2)

INT6 (-2)

WIS10 (+0)

CHA12 {+1)

Saving Throws Wis +2

Damage Vulnerabilities fire

Damage Resistances bludgeoning, piercing, and slashing from

nonmagical weapons

Damage Immunities necrotic, poi son

Condition Immunities charmed, exhaustion, frightened,

paralyzed, poisoned

Senses darkvision 60ft., passive Perception 10

Languages the languages it knew in life

Challenge 3 (700 XP)

ACTIONS

Multiattack. The mummy can use its Dreadful Glare and

makes one attack with its rotting fist.

Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft ., one

target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6)

necrotic damage. If the target is a creature, it must succeed on

a DC 12 Constitution saving throw or be cursed with mummy

rot. The cursed target can't regain hit points, and its hit point

maximum decreases by 10 (3d6) for every 24 hours that elapse.

If the curse reduces the target's hit point maximum to 0, the

target dies, and its body turns to dust. The curse lasts until

removed by the remove curse spell or other magic.

Dreadful Glare. The mummy targets one creature it can see

within 60 feet of it. If the target can see the mummy, it must

succeed on a DC 11 Wisdom saving throw against this magic

or become frightened until the end of the mummy's next

turn . If the target fails the saving throw by 5 or more, it is also

paralyzed for the same duration . A target that succeeds on the

saving throw is immune to the Dreadful Glare of all mummies

(but not mummy lords) for the next 24 hours.

 

ZOMBIE

Medium undead, neutral evil

Armor Class 8

Hit Points 22 (3d8 + 9)

· Speed 20 ft.

STR13 (+1)

DEX6 (-2)

CON16 (+3)

INT3 (-4)

WIS6 (- 2)

CHA5 (- 3)

Saving Throws Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60 ft., passive Perception 8

Languages understands the languages it knew in life but

can't speak

Challenge 1/4 (50 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit

points, it must make a Constitution saving throw 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 in stead.

ACTIONS

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.

Hit: 4 (1d6 + 1) bludgeoning damage.

 

OGRE ZOMBIE

Large undead, neutral evil

Armor Class 8

Hit Points 85 (9d10 + 36)

Speed 30ft.

STR19 (+4)

DEX6 (-2)

CON18 (+4)

INT3 (- 4)

WIS6 (-2)

CHA5 (- 3)

Saving Throws Wis +0

Damage Immunities poison

Condition Immunities poisoned

Senses darkvision 60ft., passive Perception 8

Languages understands Common and Giant but can't speak

Challenge 2 (450 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit

points, it must make a Constitution saving throw 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.

ACTIONS

Morningstar. Melee Weapon Attack: +6 to hit, reach 5 ft., one

target. Hit: 13 (2d8 + 4) bludgeoning damage.

 

MINOTAUR ZOMBIE

Large undead, lawful evil

Armor Class 12 (natural armor)

Hit Points 67 (9d10 + 18)

Speed 40ft.

STR18 (+4)

DEX11 (+0)

CON15 (+2)

INT6 (- 2)

WIS8 (- 1)

CHA5 (- 3)

Damage Vulnerabilities bludgeoning

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60ft., passive Perception 9

Languages understands Abyssal but can't speak

Challenge 2 (450 XP)

Charge. If the skeleton moves at least 10 feet straight toward a

target and then hits it with a gore attack on the same turn, the

target takes an extra 9 (2d8) piercing damage. If the target is a

creature, it must succeed on a DC 14 Strength saving throw or

be pushed up to 10 feet away and knocked prone.

ACTIONS

Greataxe. Melee Weapon Attack: +6 to hi t, reach 5 ft., one

target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) piercing damage.

 

ANIMATED ARMOR

Medium construct, unaligned

Armor Class 18 (natural armor)

Hit Points 33 (6d8 + 6)

Speed 25ft.

STR14 (+2)

DEX11 (+0)

CON13 (+1)

INT1 (-5)

WIS3 (-4)

CHA1 (-5)

Damage Immunities poison, psychic

Condition Immunities blinded, charmed, deafened, exhaustion,

frightened, paralyzed, petrified, poisoned

Senses blindsight 60ft. (blind beyond th is radius),

passive Perception 6

Languages -

Challenge 1 (200 XP)

Antimagic Susceptibility. The armor is incapacitated while in

the area of an anti magic field. If targeted by dispel magic, the

armor must succeed on a Constitution saving throw against the

caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motion less, it is

indistinguishable from a normal suit of armor.

ACTIONS

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft ., one target.

Hit: 5 (ld6 + 2) bludgeoning damage.

 

SPECTER

Medium undead, chaotic evil

Armor Class 12

Hit Points 22 (Sd8)

Speed 0 ft. , fly 50 ft. (hover)

STR1 (- 5)

DEX14 (+2)

CON11 (+0)

INT10 (+0)

WIS10 (+0)

CHA11 (+0)

Damage Resistances acid , cold , fire , lightn ing,

thunder; bludgeon ing, piercing, and slashing from

nonmagical weapons

Damage Immunities necrotic, poison

Condition Immunities charmed, exhaustion, grappled,

paralyzed, petrified, poisoned, prone, restrained,

unconscious

Senses darkvision 60 ft. , passive Perception 10

Languages understands all languages it knew in life but

can't speak

Challenge 1 (200 XP)

Incorporeal Movement. The specter can move through other

creatures and objects as if they were difficult terrain. It takes 5

(1d10) force damage if it ends its turn ins ide an object.

Sunlight Sensitivity. While in sunlight, the specter has

disadvantage on attack rolls, as well as on Wisdom

(Perception) checks that rely on sight.

ACTIONS

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft. , one

creature. Hit: 10 (3d6) necrotic damage. The target must

succeed on a DC 10 Constitution saving throw or its hit point

maximum is reduced by an amount equal to the damage taken.

This reduction lasts until the creature finishes a long rest. The

target dies if this effect reduces its hit point maximum to 0.

 

SKELETON LORD

Large undead, lawful evil

Armor Class 14(natural armor)

Hit Points 74 (10d10 + 18)

Speed 40ft.

STR18 (+4)

DEX11 (+0)

CON15 (+2)

INT6 (- 2)

WIS8 (- 1)

CHA5 (- 3)

Damage Vulnerabilities bludgeoning

Damage Immunities poison

Condition Immunities exhaustion, poisoned

Senses darkvision 60ft., passive Perception 9

Languages understands Abyssal but can't speak

Challenge 3 (650 XP)

Charge. If the skeleton moves at least 10 feet straight toward a

target and then hits it with a gore attack on the same turn, the

target takes an extra 9 (2d8) piercing damage. If the target is a

creature, it must succeed on a DC 14 Strength saving throw or

be pushed up to 10 feet away and knocked prone.

ACTIONS

Greataxe. Melee Weapon Attack: +6 to hi t, reach 5 ft., one

target. Hit: 17 (2d12 + 4) slashing damage.

Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.

Hit: 13 (2d8 + 4) piercing damage.

 

MEZZALOTH

Medium'fiend (yugoloth), neutral ev'i l

Armor Class 18 (natural armor)

Hit Points 75 (10d8 + 30)

Speed 40ft.

STR18 (+4)

DEX11 (+0)

CON16 (+3)

INT7 (-2)

WIS10 (+0)

CHA11 (+0)

Skills Perception +3

Damage Resistances cold , fire, lightning; bludgeoning,

piercing, and slashing from non magical weapons

Damage Immunities acid, poison

Condition Immunities poisoned

Senses blindsight 60ft., darkvision 60ft.,

passive Perception 13

Languages Abyssal, Infernal, telepathy 60ft.

Challenge 5 (1,800 XP)

Innate Spellcasting. The mezzoloth's innate spellcasting ability

is Charisma (spell save DC 11). The mezzoloth can innately

cast the following spells, requiring no material components:

: 2jday each: darkness, dispel magic

) 1fday: cloudki/1

Magic Resistance. The mezzoloth has advantage on saving

I throws against spells and other magical effects.

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

ACTIONS

j Multiattack. The mezzoloth makes two attacks: one with its

j claws and one with its trident.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.

Hit: 9 (2d4 + 4) slashing damage.

, Trident. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft.

or range 20/60 ft., one target. Hit: 7 (ld6 + 4) piercing damage,

or 8 (ld8 + 4) piercing used to make a melee attack.

Teleport. The mezzo loth magically teleports, along with

any equipment it is wearing or carrying, up to 60 feet to an

unoccupied space it can see.

damage when held with two claws and

MAGIC ITEMS
(Based on D&D 5e)

Carpet of Flying: as per DMG but only operates in the dark (limited use)

 

Potion sweet water – turns poison to regular water, heals poisoned person 1 dose

 

Ring of pro undead +2 (+2 on saves and to hit)

 

Silver cord bag of holding:* Operates as a bag of holding but the silver cord must be wrapped to close the bag to activate the magic, if the cord is not sealed within an hour of placing items in the bag all items are lost.

 

Hat of gaseous form (3 charges)

 

Vial of purple liquid: (polymorph self)

 

Scroll pro undead +2 (+2 on saves and to hit)

 

Scroll chill touch

 

Ring of fire resistance

 

Potion protection +4

 

Rod of controlling water elementals- as per DMG

 

Cloak of warmth

 

Necklace of Speed: movement speed, 1 extra attack per round -2 to hit.

 

Tome of the Undead:* this thick book is bound in human and dragon flesh.  The binding is from a strange beast of unknown origin.  Two severed finger keep the book closed and act as a locking mechanism. To open the book the command phrase must be issued. (“it lives”)  The inner pages are made from various creature hides, nine pages in all. The book contains the following spells: tiger skin-animate monster, Kir-in hide- instructions for animated armor, human skin- wet and smudged--water elemental summoning procedure (the page must be magically dried to read), demon hide(type III)-empty, gnoll hide-hold undead, zebra hide-stone to flesh, zebra hide-flesh to stone, elf skin – symbol of insanity (Save if read or go insane as per spell).

 

Tome of Servion:* This time was created by Servion as part of his collection and is a guide to longer living and self-preservation.  The cover and backing is made of shaved obsidian while the pages are thin sheets of malachite preserved with silver paint. The book has 15 such pages and contains the following: Detecet magic, read magic, armor, detect invisible, vampiric touch, animate dead, clone, energy drain; there is also a page descriping the procedure for a potion of longevity and ESP potion.  The last page has a symbol of death the reader must save or die as per the spell.

 

Tome of Redones:*This tome is made of blackstone and has but one page inside.  IT is written in the common tongue, although the letters seem to flow and move about the page.  IT can be read by anyone of any language.  If read aloud it will summon 10 Mezzaloth’s that will attack anything and everything in sight. (Servion was going to plant this in the library of Baorn in Caer Valwyn).

 

Skeleton seeds: These normal looking seeds do not radiate magic, although they are cold to the touch.  If planted or thrown to the ground they will sprout 1-4 skeletons per seed.  It takes 2 rounds for them to grow. They will attack anyone in the area. Once killed the crumble to dust.

3 copper rings of the same style and size.  IF they are placed on the same finger at the same time they turn into a gold ring (cursed) and cannot be removed.  The curse causes all the body to fall of the victim and a horrible stench to exude from them.  If the curse is removed the ring is valued at 100gp

Parchment scrolls: Bestow curse, Exard’s black tentacles, wall of ice and contagion.

 

Scepter of life possession: Can hold a soul indefinitely as a trap the soul spell.  Upon uttering the command word and touching a sacrifice the souls will transfer.  There is a 30% chance of backfiring (this happened to Servion).  The command word is magically inscribed in the gem and will be revealed with a detect magic spell (valued at 7000gp).

 

Amulet of Servion: created b the necromancer to protect him from his creations.  The person wearing this item will be technically invisible to undead creatures.  While not actually invisible the undead creatures will totally ignore the wearer unless they are attacked.  The amulet does not work on wraiths or stronger undead types.  It does however glow an eerie green color when any undead creature is within 20” of the Amulet.  The amulet also protects the wearer from magical aging attacks and even as the wearer ages the amulet projects an illusion of youthfulness. 

**The one exception to the rule is the mummy of Servion’s wife will not attack the wearer of the amulet as it will think that is Servion.

 

World Map (old)

Valusian shield +2 (Namijar Overlord)        

mithril chain vest +2 (non magical worth 8000gp if sold it weighs 90#).

First developed for 1st Edition Advanced D&D,

Revised for 3rd and 3.5 Editions; under current revision for

5th Edition Rules.

©

Written by R. Shawn Dickensheets CEC

Copyright 2014, 2010, and1989

Dragonwing Publishing.

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