28 - The Underdark
- will command the skeleton hoards
Ghost CR: 4
STR
7 -2
DEX
13 +1
CON
10 +0
INT
10 +0
WIS
12 +1
CHA
17 +3
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.
Hell Hound
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.
- 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
- 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
Comments