One-Shot: The Catacombs - DM Edition

One-Shot
System: DnD 5.5 (2024 rules edition; DND-OGL)
Theme: Dungeon Crawl
Conflict: Monsters in the basement!
Level: 3
Number of player(s): 3 to 6 players
Alignment: Any
Starting equipment: Standard kit (non-magical weapon, shield, (studded leather, chain shirt, chain mail) armor, standard pack, additional 50 gp)
Character options: All species, all classes (custom steampunk classes available on demand) and backgrounds available in the Free rules/Player's Handbook 2024.
Attribute Scores: Standard array or Point Buy
Hit Points: Average fixed

Location background information: Kender-Idra-Varnach
DNDBeyond Campaign page: https://www.dndbeyond.com/campaigns/join/7052760920166681
 

The world in a nutshell

Kender-Idra-Varnach lies at the western edge of the Iperborean Peninsula, where forests, rivers, hills, and mountain edges meet. It is a fertile but fragmented land, shaped by reflective lakes, thick woodland, mineral-rich uplands, and lively river settlements.
  The Community, is not part of the Kingdom of Iperborea and it is famous for its mixed cultures, unusual freedoms, and the magical metal known as Miragite, found only in this region. It is a place where no single people, faith, or custom rules over all others, and where difference is treated as part of daily life rather than a problem to be solved.


 

Introduction

Traveling to the city of Piladen Reach to attend a festival, you are caught by a storm in the Kender forests. The icy cold rain hammers mercilessly down on your head and you pull your cloaks up and keep leading you horse and wagon through the muddy roads in the forest. Disaster soon strikes as a wheel breaks and your poor horse, Carrot, can't pull anymore... You must keep going and find shelter or things will go from bad to worse...

Scene 1: The Storm

The wagon is stuck in the mud and you see only two options: You cut your losses and move on or you try to get it out of the mud.

 

  Options:
  • Athletics - Force it out and manhandle the wagon onto the road. Athletics DC14 or strength is 18 or higher.
  • Mending - by taking some time you can repair it to the point where it will roll along again.
  • Crafting - use tools to repair the wagon by taking 10 minutes.
  • Leave the wagon - they leave it behind and take some supplies with them.

 
Stomping through the mud the rain becomes more intense soaking your clothes and chilling you to the bone. (optionally: CON Save DC12 or take 1d3 cold damage) The sun is setting and the gloom of night is approaching. Around you can see nothing but trees in this unfamiliar forest.

  They can make Perception, Survival or Investigation checks to find the path to the inn. Seeing the dim light from its oil lamps in the distance.
 
You track through the mud toward the light in the windows. Through the freezing rain you see an inn with a small stable, finally some luck on this cursed journey through this forest!

 

 
"Ah, travelers!" A woman's voice cuts through the storm’s roar, welcoming you into the warmth of the inn. She stands behind the bar, wiping a tankard with a rag that looks like it’s seen better decades. Her smile is wide, her dark eyes glinting in the firelight.
  "You look like you’ve been dragged through the Nine Hells and back. Come in, come in, out of the cold. We'll get some warm stew into your bellies to warm you up!" She gestures to the hearth, where the fire crackles unnaturally bright, casting long, twisting shadows. "The storm’s got teeth tonight, and the road’s no place for the living. Or the almost living." She chuckles.
  As you step inside, she slides a bowl of stew across the bar toward each of you. The scent is simple but hearty. "Eat. You’ll need your strength. The road isn't kind to those with empty stomachs."
  She straightens, her tone shifting to something almost maternal. "A village used to thrive here. Traders, families, laughter. But then the whispers started. Then the disappearances. Now? Now it’s just me, the memories, and them." She nods toward the floorboards, where the faintest scraping sound can be heard, like nails on stone.
  "I could handle the rats. The drafts. But that wand..." She shakes her head, her fingers tightening around the rag. "It calls to them. To the things in the dark. I’ve tried to destroy it, but it’s bound to this place, bound to me." Her gaze flicks to each of you, lingering just a second too long.

 

Ilura Vatik

  • Race: Human
  • Role: Innkeeper
  • Appearance: Ilura is a woman in her late thirties, but something about her is timeless, her skin still smooth and her raven hair in a loose braid. She stands tall and straight, she wears a faded crimson dress with a white apron, still clean and crisp.
  • Quote: "When everything works like clockwork then you don't have to work at all."

  Secretly, she is Ailur the Undying, a cursed wizard halfway in transforming into a Lich. She lost her arcane focus, the Wand of Whispers, the object that was going to be her phylactery.
  If they don't want to go into the Catacombs, she promises them riches. If they keep resisting then one of her minions kill their horse and runs into the cellar.
 

Scene 2: Into the Catacombs

The cellar door groans as it gives way as you make your way through. A wave of damp, fetid air rushes out, carrying the scent of rust, mildew, and something faintly sweet like rotting flowers. The wooden stairs creak loudly, each step sinking slightly, as if the wood is reluctant to bear your weight.
At the bottom, the darkness surrounds you. Your torches flicker and stir, their flames dancing unnaturally in the foul air. The walls are slick with moisture, the stone covered in slimy green lichen that glows faintly in the torchlight. The air is thick with the weight of centuries, and the silence is broken only by the distant drip of water... and something else. Something scuttling.
As the last of you descend, the stairs groan one final time then collapse behind you in a shower of splinters and dust. The way back is gone.

 

  They explore the catacombs with Survival, Perception and Investigation Checks. Slowly making their way through the winding tunnels. Eventually they notice scratching and noises made by animals.
 
The tunnels open into a cavern, the ceiling lost in darkness. The skittering stops. Then, dozens of glowing red eyes snap open in the blackness. The Shadow Rat People hiss, their voices a chorus of clicks and whispers.

  Encounter: Ratfolk battle. It's in darkness and the creatures will try to use their superior darkvision of 120 ft against them by staying out of range and doing hit and run attacks.
 

Homebrew

Ratfolk Warrior
SMALL MONSTROSITY

A rat like creature walking on its hindlegs with shaggy fur and jagged rodent teeth. Wields a spear, shortbow, shield and has a quiver on its back.   Drops the shield to use its bow and reduces its AC to 14.

Armor Class: 16

Initiative: +4 (14)

Hit Points: 17

Speed: 30 ft, 20 ft Burrow, 20 ft Climb

Challenge: 1/2 (XP 100; PB +2)
    MOD SAVE
STR 9 -1 -1
DEX 18 +4 +6
CON 12 +1 +1
    MOD SAVE
INT 6 -2 -2
WIS 12 +1 +1
CHA 8 -1 -1

Skills: Perception +3, Acrobatics +6

Gear: Shortspear, Shortbow, Shield

Senses: Darkvision 120ft, Passive Perception 13

Languages: Undercommon


Traits

Superior Darkvision. Can see up to 120 ft in darkness.
Rat Senses. Makes Perception checks based on smell with Advantage.


Actions

Spear. Melee weapon attack, 5 ft, to hit: 1d20+6 , on hit: 1d6+4 Piercing damage. Shield Bash. As part of the weapon attack the Ratfolk Warrior makes a shield bash, the creature makes a Strength or Dexterity Saving Throw DC14, on failure it gets knocked Prone.
Shortbow. Ranged weapon attack, 80/320 ft, to hit: 1d20+6 , on hit: 1d6+4 Piercing damage. Poisoned Arrows. When the target is hit they make a Constitution Saving Throw DC14, on failure they get the Poisoned condition for 1 minute, the creature retakes the Saving Throw at the end of its turn.


Bonus Actions

Cunning Action. The Ratfolk can take the Hide, Disengage or Dash Action as a Bonus Action.


 

Homebrew

Ratfolk Shaman
SMALL MONSTROSITY

A large rat like creature walking on its hind legs with shaggy fur and jagged rodent teeth. Dressed in a shaman outfit and has a staff covered in bones, feathers and strips of cloth.   Will try to stay behind its warriors and cast spells from the cover of darkness.

Armor Class: 12

Initiative: +2 (12)

Hit Points: 7

Speed: 30 ft, 20 ft Burrow, 20 ft Climb

Challenge: 1 (XP 200; PB +2)
    MOD SAVE
STR 8 -1 -1
DEX 14 +2 +2
CON 10 +0 +0
    MOD SAVE
INT 12 +1 +3
WIS 16 +3 +5
CHA 8 -1 -1

Skills: Perception +6, Acrobatics +4, Arcana +3

Gear: Quarterstaff

Senses: Darkvision 120 ft, Passive Perception 16

Languages: Undercommon


Traits

Superior Darkvision. It can see 120 ft in darkness.
Rat Senses. It has Advantage on Perception checks based on smell.


Actions

Makes an attack or casts a spell.
Quarterstaff. Melee weapon attack, 5 ft, to hit: 1d20+4 , on hit: 1d6+2 Bludgeoning damage.
Poison spray. Ranged spell attack, 30 ft, to hit: 1d20+6 , on a hit, 1d12 Poison damage.   Spellcasting ability modifier Wisdom, Spell Save DC14, Spell Attack +6
At will: poison spray, minor illusion
Twice per day each: ray of sickness, witch bolt, blindness
Once per day each: crown of madness, web, ray of enfeeblement


Bonus Actions

Cunning Action. The Ratfolk can take the Hide, Disengage or Dash Action as a Bonus Action.


  They recover the journal of an old villager who writes that a Necromancer called Ailur the Undying has led an army of Ratfolk and undead to the surface. Sacrificing people for some horrible purpose.
 
Ailur the Undying has returned. He came from the depths leading the repulsive ratfolk and an army of the dead up from the deep. They’re taking people. Sacrificing them on the altars. For what? The wand? The ritual? Gods help us, they are almost done...
Blood smudges the pages of the ruined journal.
  They continue and find tunnels leading lower into the darkness.
 

Scene 3: The Madwoman

The narrow tunnels of the catacombs open abruptly into a chamber of black stone arches, carved with strange, spiraling symbols that seem to pulse faintly in the torchlight. The air here is dry and lifeless, as if the very breath is being sucked from your lungs. A low, droning hum fills the space, vibrating through the stone and into your bones.
The walls throb with an eerie energy. The symbols glow faintly violet when touched, and the sound intensifies.

  The symbols are part of the ritual to animate the dead in these tunnels. With a Religion or Arcana check DC15 they can detect the undead in the tunnels.
  When they listen closely they hear that the noises are whispers.
  With Survival/Perception/Investigation checks they can find the way to an abandoned tunnel where they'll meet Marla.
 
In the center of the chamber, a makeshift nest of tattered blankets, broken tools, and scavenged trinkets is huddled against the wall. A small, flickering lantern casts jagged shadows, revealing savage woman with dirty ragged clothes, black rotting teeth and unkept frizzled hair. She’s hunched over, her wild, bloodshot eyes darting between the party and the darkness beyond. Her patchwork cloak is stitched with odd symbols, and her dull dagger glints as she clutches it to her chest... She takes two steps back, turns and runs into the darkness!

  They can try to chase her and will run headfirst into a band of skeletons.
  Encounter: Skeleton Legion. Strange skeleton creatures with glowing symbols carved into their skulls. Weak vs bludgeoning damage and will attempt to fight together. When within 5 ft of each other they'll get bonuses.

Homebrew

Skeleton Legionnaire
MEDIUM UNDEAD

Skeletons that fight together as unit. Will form a shieldwall and attack a single target.

Armor Class: 18

Initiative: +0 (10)

Hit Points: 20

Speed: 30 ft

Challenge: 1 (XP 200; PB +2)
    MOD SAVE
STR 16 +3 +5
DEX 10 +0 +0
CON 14 +2 +4
    MOD SAVE
INT 2 -4 -4
WIS 12 +1 +1
CHA 8 -1 -1

Skills: Perception +3, Athletics +6

Vulnerabilities: Bludgeoning

Resistances: Piercing

Immunities: Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned

Gear: Pike, shield, javelins

Senses: Darkvision 60 ft., Passive Perception 13


Traits

Brittle Bones. The skeleton is Vulnerable to Bludgeoning damage but Resistant to Piercing.

Legion. The skeletons act as a unit and stay within 5 ft from each other. If they lock their shields they gain Advantage on Attack Rolls, Strength and Dexterity Saving Throws. They act together on the highest initiative roll.


Actions

Pike. Melee weapon attack, 10 ft, to hit: 1d20+6 , on hit: 1d10+4 Piercing damage. Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Javelin. Thrown weapon attack, 30/120 ft, to hit: 1d20+6 , on hit: 1d6+4 Piercing damage.


  Marla will join the battle if they need it. After the battle she'll stay suspicious of the players.
  If they decide to search her nest they'll find her journal buried in the trash.
  Her old party was called the Glimmerdale's Hearty Heroes:
  • Rolan the Brave (Paladin)
  • Bosman the Priest (Cleric)
  • Marla the Swift (Rogue)
  • Fifi the Red (Wizard)

 

Marla the Mad

  • Race: Human
  • Role: Rogue
  • Appearance: A woman dressed in filthy rags, dirt on her skin, skinny to the point where she looks like shes starving.
  • Quote: "You’re not them. You’re not the shadows. But you’re not safe either."

  This is Marla the Swift, the rogue of the party of heroes that locked Ailur in this place. She suffers from PTSD and guilt from abandoning the others while she rushed into the catacombs.
  Player choices:
  • Comfort Marla: by talking Persuasion/Deception DC13 they can calm her down. Once calm she'll talk to them.
  • Intimidate Marla: Intimidation DC13 she becomes frightened and breaks down.
  • Avoid her: leave her there and continue down the tunnels.

  How to roleplay her: She speaks with a stutter, has crazy eyes and is suspicious of the players. She thinks they are working for Ailur and are trying to get the phylactery.
  What does she know?
  • The wand is the arcane focus of Ailur and the phylactery, the vessel for her soul. She needs it to complete the ritual. She lost the wand but the ratfolk have brought it to an altar and worship it as a holy object.
  • Bosman the Priest has used his dying breath to reverse the ritual magic to curse Ailur and prohibit her from leaving the area or traveling into the catacombs. She must find willing creatures to retrieve her wand to break the curse.
  • The wand is hidden in the lowest levels and guarded by a golem made from bones (she doesn't know this is just a statue and the wand is the real threat).
  • The ratfolk and skeletons are hunting them all.
  • The whispers are always there... The whispers of the souls of those sacrificed.

  If they left her or caused her to run away again she'll keep following them and will try to steal the wand after they retrieved it.
 

Scene 4: The Wand Chamber

They travel through the dark tunnels until they come upon a circular chamber with an obsidian altar set in its center. Looming over the altar is a huge skeleton of some kind of long dead giant. It stands there unmoving, and below its skull you can see the glint of large gemstone set in a wooden handle. The wand you are looking for.
  The tunnels narrow and twist, the air growing colder and heavier with each step. The whispers fade into silence, replaced by a low, resonant hum that vibrates through the stone. Then, the passage opens into a circular chamber, its walls lined with blackened candles that ignite one by one as you enter, casting flickering violet light across the room. In the center stands an obsidian altar, its surface cracked and stained. Looming over it is the huge skeleton of a long-dead giant, its ribs curved like a cage around the altar. The skull is tilted downward, as if watching something below.
And there, resting beneath the skull, is the Wand of Whispers.

  The Giant Skeleton - it does not move and is fused with the stone. It is covered in runes and at its feet lies a broken shield with a long forgotten emblem.
  The Wand of Whispers - this is the real threat in the room. It will try to influence the players by promising them riches, power or secrets for them to bring it back to Ailur. If they try to attack it it'll animate and cast spells.
 

  Encounter: Wand of Whispers. A fight against the wand itself. It has a very high AC and immune to most forms of damage except Radiant and Force (Give it a weakness based on the players abilities.)
 

Homebrew

Wand of Whispers
TINY CONSTRUCT

A sentient wand with a large purple gem set in the haft.

Armor Class: 18

Initiative: +5 (15)

Hit Points: 10

Speed: 30 ft Fly

Challenge: 2 (XP 250; PB +2)
    MOD SAVE
STR 1 -5 -5
DEX 20 +5 +5
CON 10 +0 +0
    MOD SAVE
INT 8 -1 -1
WIS 12 +1 +3
CHA 18 +4 +6

Skills: Perception +3, Arcana +1

Vulnerabilities: Radiant

Resistances: Fire, Cold, Lightning

Immunities: Physical, Poison, Necrotic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned

Senses: Truesight 120 ft., Passive Perception 13


Traits

Sentient Weapon. A weapon that can move and think for itself.


Actions

Sorcerous Burst (Psychic). Ranged spell attack, 120 ft, to hit; 1d20+6 , on hit: 2d8 Psychic damage.
Eldritch Blast (2 blasts). Ranged spell attack, 120 ft, to hit: 1d20+6 , on hit: 1d10 Force damage.   Spellcasting modifier Charisma, Spell Save DC14, Spell Attack +6
At will. sorcerous burst, eldritch blast, wardaway
Twice a day each. cacophonic shield, darkness, shatter, thunderwave
Once per day each. Psychic Whispers. Ranged spell 120 ft, 30 ft Cube Emanation, creatures in the effected area make a Intelligence Saving Throw, on failure they become Dazed (can only take an Action or Bonus Action) and take 3d8 Psychic damage, on success they don't become Dazed and half as much damage.


Reactions

Whisper (silvery barbs). Uses a Reaction to whisper in the ear of its attacker. They re-roll their D20 and must take the new result.
Counterspell (Once per day). Uses a Reaction to counter a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.


  Outcome:
  1. They destroy the wand - the undead in the tunnels are destroyed and the ratfolk are hiding. They can travel back up to Ailur and defeat her.
  2. They keep the wand - they bring the wand back to Ailur and the skeletons and ratfolk give them passage. If Marla is still alive she'll try to steal it.

 

Scene 5: Returning to the surface

Destroyed the wand: The ruined stairs have fully collapsed and you can pick your way through the rubble. How will you get back up?
  Saved the wand: They return to the base of the stairs and find a rope dangling from above. You feel the eyes of the ratfolk and other unspeakable things on your back while you climb up out of the catacombs.
  The inn has transformed into a dusty, dark and rotten place. Lights have gone out and in the center you can just make out a pale figure with silver streaked hair.

 

  If they destroyed the wand Ailur will try to convince them a great darkness was lifted from her soul. Insight DC15 on success they'll notice her smile doesn't reach her eyes and the twitching of her fingers. On failure, she'll surprise attack them with the Web spell.
  If they brought her the wand she'll restore to her power and she will tell them their blood will be enough to finish her ritual but don't worry you'll be her favourite servants once she raises your corpses from the dead.
  Encounter: A final fight against Ailur the Undying in either her weakened form or the restored form. Uses a mix of Necromancy and Enchantment spells. If she has her wand then it joins the battle too or you can add the spells from the wand to her repertoire.
 

Homebrew

Ailur the Undying
MEDIUM HUMANOID

Ailur the Undying is an ancient wizard cursed with Undeath. She tried a ritual to ascend to Lichdom but failed when a group of heroes put a stop to it. Now she remains trapped between life and unlife.

Armor Class: 14 (mage armor)

Initiative: +1 (11)

Hit Points: 32

Speed:

Challenge: 4 (XP 500; PB +3)
    MOD SAVE
STR 8 -1 -1
DEX 12 +1 +1
CON 14 +2 +5
    MOD SAVE
INT 18 +4 +7
WIS 12 +1 +1
CHA 10 +0 +0

Skills: Perception +4, Arcana +7

Resistances: Poison, Necrotic

Senses: Darkvision 60 ft, Passive Perception 14

Languages: Common


Traits

Undead Fortitude. She is Immune to Poison and Necrotic Damage. When reduced to 0 Hit Points she makes a Constitution Saving throw, on success she is reduced to 1 Hit Point instead.
Legendary Resistance. (Twice per day) - The creature can choose to succeed a Saving Throw after it fails the roll.


Actions

Chill Touch. Ranged Spell Attack, 30 ft, to hit: 1d20+7 , on hit: 3d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Toll the Dead. Spell 60 ft, the target must succeed on a Wisdom Saving Throw or take 3d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 3d12 Necrotic damage.   Spellcasting modifier Intelligence, Save DC15, Spell Attack +7
At will. chill touch,
Three times a day each. ray of sickness, inflict wounds, hideous laughter
Twice per day each. hold person, vampiric touch, bestow curse, silver lance, fireball, web
Once per day each. confusion, blight


Reactions

Defensive Magic (Three times per day). Casts Shield or Counterspell.


  Outcome:
As the unnatural darkness dissolves, the oppressive weight on your senses lifts. The road ahead once obscured by creeping shadows now stretches clear before you, bathed in the warm glow of the morning sun. The festival awaits! And you have a large bag of gold to spent!

 

Appendix 1: Statblocks

Homebrew

Ratfolk Warrior
SMALL MONSTROSITY

A rat like creature walking on its hindlegs with shaggy fur and jagged rodent teeth. Wields a spear, shortbow, shield and has a quiver on its back.   Drops the shield to use its bow and reduces its AC to 14.

Armor Class: 16

Initiative: +4 (14)

Hit Points: 17

Speed: 30 ft, 20 ft Burrow, 20 ft Climb

Challenge: 1/2 (XP 100; PB +2)
    MOD SAVE
STR 9 -1 -1
DEX 18 +4 +6
CON 12 +1 +1
    MOD SAVE
INT 6 -2 -2
WIS 12 +1 +1
CHA 8 -1 -1

Skills: Perception +3, Acrobatics +6

Gear: Shortspear, Shortbow, Shield

Senses: Darkvision 120ft, Passive Perception 13

Languages: Undercommon


Traits

Superior Darkvision. Can see up to 120 ft in darkness.
Rat Senses. Makes Perception checks based on smell with Advantage.


Actions

Spear. Melee weapon attack, 5 ft, to hit: 1d20+6 , on hit: 1d6+4 Piercing damage. Shield Bash. As part of the weapon attack the Ratfolk Warrior makes a shield bash, the creature makes a Strength or Dexterity Saving Throw DC14, on failure it gets knocked Prone.
Shortbow. Ranged weapon attack, 80/320 ft, to hit: 1d20+6 , on hit: 1d6+4 Piercing damage. Poisoned Arrows. When the target is hit they make a Constitution Saving Throw DC14, on failure they get the Poisoned condition for 1 minute, the creature retakes the Saving Throw at the end of its turn.


Bonus Actions

Cunning Action. The Ratfolk can take the Hide, Disengage or Dash Action as a Bonus Action.


 

Homebrew

Ratfolk Shaman
SMALL MONSTROSITY

A large rat like creature walking on its hind legs with shaggy fur and jagged rodent teeth. Dressed in a shaman outfit and has a staff covered in bones, feathers and strips of cloth.   Will try to stay behind its warriors and cast spells from the cover of darkness.

Armor Class: 12

Initiative: +2 (12)

Hit Points: 7

Speed: 30 ft, 20 ft Burrow, 20 ft Climb

Challenge: 1 (XP 200; PB +2)
    MOD SAVE
STR 8 -1 -1
DEX 14 +2 +2
CON 10 +0 +0
    MOD SAVE
INT 12 +1 +3
WIS 16 +3 +5
CHA 8 -1 -1

Skills: Perception +6, Acrobatics +4, Arcana +3

Gear: Quarterstaff

Senses: Darkvision 120 ft, Passive Perception 16

Languages: Undercommon


Traits

Superior Darkvision. It can see 120 ft in darkness.
Rat Senses. It has Advantage on Perception checks based on smell.


Actions

Makes an attack or casts a spell.
Quarterstaff. Melee weapon attack, 5 ft, to hit: 1d20+4 , on hit: 1d6+2 Bludgeoning damage.
Poison spray. Ranged spell attack, 30 ft, to hit: 1d20+6 , on a hit, 1d12 Poison damage.   Spellcasting ability modifier Wisdom, Spell Save DC14, Spell Attack +6
At will: poison spray, minor illusion
Twice per day each: ray of sickness, witch bolt, blindness
Once per day each: crown of madness, web, ray of enfeeblement


Bonus Actions

Cunning Action. The Ratfolk can take the Hide, Disengage or Dash Action as a Bonus Action.


 

Homebrew

Skeleton Legionnaire
MEDIUM UNDEAD

Skeletons that fight together as unit. Will form a shieldwall and attack a single target.

Armor Class: 18

Initiative: +0 (10)

Hit Points: 20

Speed: 30 ft

Challenge: 1 (XP 200; PB +2)
    MOD SAVE
STR 16 +3 +5
DEX 10 +0 +0
CON 14 +2 +4
    MOD SAVE
INT 2 -4 -4
WIS 12 +1 +1
CHA 8 -1 -1

Skills: Perception +3, Athletics +6

Vulnerabilities: Bludgeoning

Resistances: Piercing

Immunities: Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned

Gear: Pike, shield, javelins

Senses: Darkvision 60 ft., Passive Perception 13


Traits

Brittle Bones. The skeleton is Vulnerable to Bludgeoning damage but Resistant to Piercing.

Legion. The skeletons act as a unit and stay within 5 ft from each other. If they lock their shields they gain Advantage on Attack Rolls, Strength and Dexterity Saving Throws. They act together on the highest initiative roll.


Actions

Pike. Melee weapon attack, 10 ft, to hit: 1d20+6 , on hit: 1d10+4 Piercing damage. Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Javelin. Thrown weapon attack, 30/120 ft, to hit: 1d20+6 , on hit: 1d6+4 Piercing damage.


 

Homebrew

Wand of Whispers
TINY CONSTRUCT

A sentient wand with a large purple gem set in the haft.

Armor Class: 18

Initiative: +5 (15)

Hit Points: 10

Speed: 30 ft Fly

Challenge: 2 (XP 250; PB +2)
    MOD SAVE
STR 1 -5 -5
DEX 20 +5 +5
CON 10 +0 +0
    MOD SAVE
INT 8 -1 -1
WIS 12 +1 +3
CHA 18 +4 +6

Skills: Perception +3, Arcana +1

Vulnerabilities: Radiant

Resistances: Fire, Cold, Lightning

Immunities: Physical, Poison, Necrotic; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Stunned

Senses: Truesight 120 ft., Passive Perception 13


Traits

Sentient Weapon. A weapon that can move and think for itself.


Actions

Sorcerous Burst (Psychic). Ranged spell attack, 120 ft, to hit; 1d20+6 , on hit: 2d8 Psychic damage.
Eldritch Blast (2 blasts). Ranged spell attack, 120 ft, to hit: 1d20+6 , on hit: 1d10 Force damage.   Spellcasting modifier Charisma, Spell Save DC14, Spell Attack +6
At will. sorcerous burst, eldritch blast, wardaway
Twice a day each. cacophonic shield, darkness, shatter, thunderwave
Once per day each. Psychic Whispers. Ranged spell 120 ft, 30 ft Cube Emanation, creatures in the effected area make a Intelligence Saving Throw, on failure they become Dazed (can only take an Action or Bonus Action) and take 3d8 Psychic damage, on success they don't become Dazed and half as much damage.


Reactions

Whisper (silvery barbs). Uses a Reaction to whisper in the ear of its attacker. They re-roll their D20 and must take the new result.
Counterspell (Once per day). Uses a Reaction to counter a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn’t expended.


 

Homebrew

Ailur the Undying
MEDIUM HUMANOID

Ailur the Undying is an ancient wizard cursed with Undeath. She tried a ritual to ascend to Lichdom but failed when a group of heroes put a stop to it. Now she remains trapped between life and unlife.

Armor Class: 14 (mage armor)

Initiative: +1 (11)

Hit Points: 32

Speed:

Challenge: 4 (XP 500; PB +3)
    MOD SAVE
STR 8 -1 -1
DEX 12 +1 +1
CON 14 +2 +5
    MOD SAVE
INT 18 +4 +7
WIS 12 +1 +1
CHA 10 +0 +0

Skills: Perception +4, Arcana +7

Resistances: Poison, Necrotic

Senses: Darkvision 60 ft, Passive Perception 14

Languages: Common


Traits

Undead Fortitude. She is Immune to Poison and Necrotic Damage. When reduced to 0 Hit Points she makes a Constitution Saving throw, on success she is reduced to 1 Hit Point instead.
Legendary Resistance. (Twice per day) - The creature can choose to succeed a Saving Throw after it fails the roll.


Actions

Chill Touch. Ranged Spell Attack, 30 ft, to hit: 1d20+7 , on hit: 3d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.
Toll the Dead. Spell 60 ft, the target must succeed on a Wisdom Saving Throw or take 3d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 3d12 Necrotic damage.   Spellcasting modifier Intelligence, Save DC15, Spell Attack +7
At will. chill touch,
Three times a day each. ray of sickness, inflict wounds, hideous laughter
Twice per day each. hold person, vampiric touch, bestow curse, silver lance, fireball, web
Once per day each. confusion, blight


Reactions

Defensive Magic (Three times per day). Casts Shield or Counterspell.


 

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