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28 - The Underdark

When last we left our heroes... The discovery about Sabratha's adult population disappearing led Jordan and Ailonora to explore the mysterious obelisk near the town docks while Ty went on a religious revelation with Shadow Priestess Naieri. Discovering truths about both himself and Ailonora, Ty was then summoned to the obelisk by a frantic Hollis. Upon reaching the obelisk, Ty discovered that both Ailonora and Jordan had vanished and not returned after touching the black obelisk. Not wanting to abandon their companions (friends?), the rest of the group went fearlessly into the unknown and touched the obelisk. Feeling themselves magically transported, the group was reunited in a black, dark, cold place. Ty, was able to spot a vague shape off in the distance and corraled the group to head that direction. As the group approached, seeming ghosts of the missing villagers silently moved in the direction of the group. Casting turn undead (and other divine energies), the group circled and found themselves surrounded. Reaching the shore, Ty discovered that the shape in the distance was in-fact, a gargantuan dragon skull. Suddenly, the ground shook, and most of the part was knocked prone as hoards of skeletons began pouring out of the skull. Somi, Hollis, Ace - roll Dex Saves.  It is here we resume... and I turn the day over to you as we roll initiative.    Session Plot Points   Combat 4x Ghosts turned from Amethi 6x Ghosts attracted to Ty's twilight 2x Skeleton hoards just emerged towards party   In two rounds - the Skull Lord will appear on his dead horse, escorted by three hellhounds
  • will command the skeleton hoards
  https://www.dandwiki.com/wiki/Mob_of_Skeletons_(5e_Creature)

Ghost CR: 4

Medium undead, any
Armor Class: 11
Hit Points: 45 (10d8)
Speed: , fly: 40 ft , can hover

STR

7 -2

DEX

13 +1

CON

10 +0

INT

10 +0

WIS

12 +1

CHA

17 +3

Skills: 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 inside an object.
Damage Resistances: Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities: Cold, Necrotic, Poison
Condition Immunities: Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
Senses: Darkvision: 60ft. Passive Perception: 11
Languages: Any known before death
Challenge Rating: 4 ( 1100 XP)
Proficiency Bonus: +2

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 vice 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 × 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 incapacitated 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 proficiencies.   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 like 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.

A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.   Unfinished Business. A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.   The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.   Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.   Undead Nature. A ghost doesn’t require air, food, drink, or sleep.
https://www.dndbeyond.com/monsters/2560767-deathlock|tab
SRD

Hell Hound

Medium fiend, lawful evil
Armor Class 15 (natural armor)
Hit Points 45 ( 7d8+14 )
Speed 50ft

STR
17 +3
DEX
12 +1
CON
14 +2
INT
6 -2
WIS
13 +1
CHA
6 -2

Skills Perception +5
Damage Immunities fire
Senses darkvision 60 ft., passive Perception 15
Languages understands Infernal but can't speak it
Challenge 3 (700 XP)


Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the ally isn’t incapacitated.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 ( 1d8+3 ) piercing damage plus 7 ( 2d6 ) fire damage.

Fire Breath (Recharge 5–6). The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 ( 6d6 ) fire damage on a failed save, or half as much damage on a successful one.


 
  Sabratha
Sabratha of Elysium
  The Underdark
  • The party will find themselves waist deep in cold, inky-black water
  • There is no way back to Elysium from their current location (only spot will be in the Red Temple)
  • A massive dragon skull sits in the middle of a rocky, barren island in front of them
  • The first party member to set foot on the shore will trigger the ghastly, haunting figures of the townsfolk to come pouring out of the skull towards the water
  • If left alone, the ghasts will simply haunt their way past the party, exclaiming out loud the horrors of their deaths
  • If attacked, the 1d6 ghasts will swarm the party for 1d4 rounds, or until defeated
  • If the ghasts are attacked, there is a 50% chance that 1d12 swarms of 1HP skeletons will also attack the party
  • Once the skeletons are brought into the battle, the island will have a "lair action" at the top of the round in which it shakes, attempting to knock the PCs prone
  • After defeating the skeleton swarms, the beach will calm
  • A long rest will incur a 75% chance that more swarms will erupt from the mouth of the skull to attack the party
  The Red Temple
  • A high-level devotee of Hadar will be found feeding the souls of people snatched from the Material Plane to feed the hunger
  • After defeating the devotee(s), the part will find another obelisk
  • Upon inspection, the obelisk will peer back into Elysium and into Deros
  • The party will be faced with the decision to go back to the kids on Elysium, or continue their original quest to Deros

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