Desolation
Architecture
Doors: All doors require a key to enter, and are made from reinforced steel with an AC of 18, and 35 HP, as well as Sturdy 18, but is vulnerable to bludgeoning damage. Walls: Unless stated otherwise, the walls of Desolation are made from reinforced corten-steel mix, which are then packed with 10ft of stone, before another layer of corten-steel. Floors/Ceilings: Unless stated otherwise, the floors and Ceilings are made from polished concrete, which are 10ft thick. Light: Large Stones are placed in lanterns which slowly shift hues of colors to induce headaches into the prisoners. Cells: The Cells are pure steel doors with 1ft wide slots in them. The cells have an AC of 20, and 50 HP, as well as Sturdy 20, but are vulnerable to bludgeoning damage. The doors slide into the wall when opened; which in turn places two doors in the neighboring cell. There is a keyhole for the cells, but otherwise, requires a DC 19 check with Thieve's tools to unlock. Rank Locks: Some locks require a ranked insignia to fit into the slot, and rotating it in order to unlock it. Points of Interest: Entrance to Forgotten Mountain Range: The only way to denote where the correct Mountain is, is to be told verbally. "Shift yourself so the two smaller mountains at the front are aligned with the ones in the back. Then, slowly turn right while saying 'Frozen Death Awaits'. Then, walk, ski, or fly forward, and trust, until you find a small statue. Once at the statue, take a sharp right, and follow the path." Once done, there will be a small cave Opening to go through, where you may take to the top. Invisible Bridge, AKA Diamond Bridge: A bridge located inside the mountain to the left of Desolation. The Bridge is 15ft wide, and expands out two-hundred feet into Forgotten Mountain, with extreme winds pushing wildly around it. Anyone attempting to move along the bridge must make a DC 24 athletics check, or be pushed 10ft in a random direction. If flying the creatures must make a DC 19 Acrobatics check, where on a failed save, they are dropped 20ft, and in a random direction. The bridge is magical, with an AC of 30, and cannot be pierced by non-magical weapons. Once on the other side, a thin slope will wrap around the Mountain, until you reach the only entrance. Fake paths: Several fake paths will be seen, splitting up. Only those who have walked the road before know it, and have maps to it. Though, no one outside shall. There is no clear pattern, but a detect magic will indicate which one is real, and which is illusionary. Fake Wall: Lastly, a fake cliffside will lead to the courtyard of the Prison itself, where several guards are stationed to watch over it.Rumors:
1: "Did you see that bite mark the doctor had on his arm? Heard one of the prisoners did it. Poor bastard's teeth are probably long gone now." (Lie) 2: "The animals I understand, but the woman? Her breath reeks of humanoid meat. Disgusting." (True) 3: "Heard that Ramere is being punished again for giving some scraps to prisoners. When will that guy learn?" (True) 4: "You able to make it to the third cell floor yet?" "Nah, you know damn well how hard it is to get that kinda access here." "I don't know, I think you could lick the warden's boots and have a decent shot." (True) 5: "What do you think they do with the 3rd floor prisoners?" "I hear they are secretly our allies, and they get special treatment." (Lie) 6: "Any word from the tower?" "Just the usual. No signs of trouble, and the one hour rotations." (True) 7: "So, is it true?" "What?" "That you used to do entertainment back home?" "Fuck off." "Maybe you can play me a tune sometime." (True) 8: "So how scary is it to cross the diamond bridge?" "At first, I was terrified. Not everyone is used to seeing no ground under you, but you get used to it. I feel like the strangest part is going through the wall, personally." (True) 9: "I swear, that wine is toxic or something! The crates smell like absolute shit!" (Lie) 10: "Do you know where the battery for the anti-magic device is today?" "Come on now, you know that only rank 3's know where that goes." (True) 11: "Did you hear about the rumors? An old artifact, right beneath our feet!" "I'm not going down there. It already stinks enough going to the sewing chamber." (True) 12: "Apparently, there's another Druid here. Haven't seen her myself though, but I heard she's kept on the C cellblock." (True)Cell House
First Floor (Useless Prisoners): At least 150 cell doors can be seen above, with 15ft metal grate catwalks, as well as another 150 below. To the North lies two doors, as well as one to East, South, and West. Two guards will be on the inside of the first floor by the doors, with another four in the room itself. Second Floor (Prisoners With Potential): Another series of cells can be seen, much like the first floor, however, roughly a quarter of them can be seen opened. Three Gore Flies will be awaiting up above, which feed on the blood from prisoners being drug out of their cells. There will be four guards patrolling. Two on the catwalks, and two on the floor below.Goare Flye CR: 7
STR
8 -1
DEX
16 +3
CON
8 -1
INT
8 -1
WIS
10 +0
CHA
4 -3
Movement Invisibility: When motionless, the Goare Flye gets advantage on stealth checks. Flyby: If the Goare Flye leaves the reach of an enemy, it does not provoke an attack of opportunity.
Actions
Acid Spit: (Range 40ft, +6, 1d8 acid) Bite: (Reach 5ft, +6, 1d6 piercing +1d6 acid) When hit, if the target is beast, humanoid, or plant, then it must succeed a DC 14 Strength saving throw or be infected with 1d4 Goare Flye eggs. The target has disadvantage if they are below half of their max HP. While a Egg(s) is in the target, gains a disease known as Goare Egg Sickness. The target becomes lethargic. Their movement is reduced by half, and they cannot make more than one attack per turn. As well, melee and ranged spell attacks on them have advantage. A medicine check vs the egg's stealth reveals the egg(s). A DC 16 slight of hand removes the eggs, where on a failed save, the target takes 3d12 peircing damage. A target that drops to 0 HP during this dies. After 20 hours, the egg(s) hatches, and the target's max HP is reduced 1d12+10 per hour as the maggots consume the host's insides. The maggots require a DC 18 slight of hand check to remove, where on a failed check, the target's max HP is reduced by 3d12. If all maggots are removed, then the target gains back all lost HP on a long rest.
West Tower:
First Floor: The circular room has one ladder on the North and Southern ends, as well as two 15ft tall concrete rooms (torture rooms) on Southwest, and Southeast parts of the room respectively. The ladders move up fourty feet, towards a wooden hatch (second floor). Torture Room A: A bloody metal chair lies in the center of the room, where to the Eastern side of the room, several tools can be seen atop a wooden table, as well as several books. Lastly, under the table sits a small crate.Snatchvark CR: 8
STR
16 +3
DEX
18 +4
CON
14 +2
INT
4 -3
WIS
14 +2
CHA
12 +1
Insect Eater: The Snarlvark deals an extra 1d6 damage to Chitinite Humanoids. Tongue Master: Anyone who enters the attack range of the Snatchvark provokes an attack of opportunity.
Actions
Multiattack: The Snatchvark makes either two tongue attacks (can be replaced with weapon attack), or one claw and one tongue snatch. Tongue Snatch: (+8, Reach 30ft, 2d6 bludgeoning + 1d12 poison) On hit, the snatchvark may choose a weapon that's being held by the enemy. The target must then succeed a DC 17 strength check, where on a failed save, the target's weapon is taken from them; placed in their mouth. If both attacks hit, then the second check is made at disadvantage. The Snatchvark may then use the weapon as if it is proficient with it. As well, the range of the weapon becomes 40ft, and deals an extra 2d12 poison damage on a hit. Claws: (+8, Reach 10ft, 1d12 piercing damage)
Reactions
Snatch Reaction: When an enemy within 30ft of the snatchvark makes an attack roll with a melee or ranged weapon; the snartchvark may attempt to take the weapon, prompting the DC 17 strength save. This does not do any damage.
Beast Tamer Pashu Shanalla CR: 10
STR
18 +4
DEX
16 +3
CON
18 +4
INT
12 +1
WIS
22 +6
CHA
16 +3
Wild Shape: Pashu Shanalla can magically change into a beast up to 3 times per short/long rest. As a bonus action, she may end her Wild Shape. If a creature she chooses has legendary actions, she may not use them. The following Beasts Available are:
Giant Navurius Corse (Blue Crab) CR: 8
STR
20 +5
DEX
16 +3
CON
18 +4
INT
8 -1
WIS
10 +0
CHA
9 -1
Multi-attack: The Giant King Crab makes 2 attacks. One with its claw, and one with its sword arm. Sentinel: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Actions
Slam: Reach +5, + 8, 1d10 + 3 d6 + 5, If this attack hits, target must make a DC 15 dexterity save or be restrained. Each time, at the beginning of the restrained creature's turn restrained, they take 3d12 bludgeoning damage, and must make a DC 17 escape DC on their turn. Slash: Reach +5, +8, 2d12 +3 Stomp: +8, 1d10 + 1d4, +5
Reactions
The Blue Navurius Corse can retract its limbs to add +6 to its AC until the beginning of its next turn. It drops whatever it is holding, and can only make slam attacks. As well, its movement is halved.
Legendary Actions
Bubble Spit: The crab spits out a mass of sticky bubbly mucus at a target within range. The crab makes a ranged attack roll, where-on a hit-the target cannot use reactions, or bonus actions for up to a minute. The target may use an action to clean itself off, however. Crush: The crab may crush something in its hand. Big Swing: The Navurius Corse stretches its arms, and spins itself around. Targets within 5ft of it must succeed a DC 15 dexterity saving throw, or take 1d10+5 slashing damage, and 1d10 bludgeoning damage.
Suggested Environments
Beach
Polaris (Ice Polar Bear) CR: 8
STR
20 +5
DEX
18 +4
CON
20 +5
INT
4 -3
WIS
10 +0
CHA
8 -1
Ice Aura: The Polaris exudes an aura of cold that moves out 5ft from in. Each creature that starts its turn within the aura must make a DC 18 constitution saving throw. On a failed save, the target's joints freeze up, forcing disadvantage on all attack rolls. Creatures with cold resistance bypass this aura, and creatures with cold weather gear have advantage on the save. Magic Claws: The Polaris' Claws are considered Magical Cold Explosive End: When the Polaris drops to 0 HP it quickly releases all gathered up cold. Anyone within 10ft of the Polaris must make a DC 16 Dexterity saving throw. On a failed save, the targets take 3d12 cold damage, and are paralysed until the end of their next turn. On a failed save, targets take half damage and are not paralysed. Creatures with cold resistance have advantage on the save.
Actions
Multiattack: The Polaris makes two claw and one bite attack. If the Polaris lands a claw/bite attack, the target must succeed a DC 18 constitution saving throw. On a failed save, the target is frozen into paralysis, who can retry the save at the end of their respective turns. Creatures with cold resistance have advantage on the save. Bite: (+9, reach 5ft, 3d6 percing + 1d12 cold) Claw: (+9, Reach 5ft, 2d6 +5 slashing + 1d12 cold)
Mizzuari (Necrotic Buzzard) CR: 12
STR
18 +4
DEX
26 +8
CON
16 +3
INT
10 +0
WIS
14 +2
CHA
16 +3
Necrotic Healing: If the Mizzuari takes necrotic damage, it heals for that amount of damage instead. Flyby: he owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing/Sight: Advantage on perception checks requiring hearing or sight.
Actions
Multiattack: The Mizzuari can make either two talon and one peck attack, or two spells. Talons: +12, reach 5ft, 4d6 piercing damage + 2d6 necrotic damage. Peck: +12, reach 10ft, 4d12 piercing damage + 3d6 necrotic damage. SPELLS (+8, DC: 17): Eldritch Blast (3 Bolts, 120ft, 3d12 +4) 1st (2/Day): Arms of Hadar, Witch Bolt, Hext 2nd (2/Day): Darkness, Crown of Madness, Hold Person 3rd (2/Day): Counterspell, Hunger of Hadar 4th (1/Day): Ego Whip
Actions
Spells (Spell ATK +10, Spell Save 19): Slots 22: Cantrips: Thorn Whip, Gust, Infestation 1st: Absorb Elements, Entangle, Ice Knife 2nd: Healing Spirit, Moonbeam, Hold Person 3rd: Feign Death, Wall of Water 4th: Polymorph, Ice Storm 5th: Mass Cure Wounds
Bonus Actions
Call Pets: Calls 1d4+1 snatchvark minions within 15ft of the boss.
Legendary Actions
Villain Actions: Round 1: Can move without provoking an attack of opportunity, and each non-humanoid creature deals an extra d6 damage. As well, any non-humanoid creature becomes an enemy. Round 2: Each non-humanoid creature gains advantage on their next saving throw, or imposes disadvantage on a move that forces a saving throw. Round 3: Each attack a non-humanoid creature does has a chance to paralyze. Con save DC 15
Ode to Sosuna, Goddess of Absorption CR: 10
STR
19 +4
DEX
8 -1
CON
18 +4
INT
6 -2
WIS
12 +1
CHA
10 +0
Berserk: Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. Immutable Form: The golem is immune to any spell or effect that would alter its form. Lightning Absorption: Whenever the golem is subjected to lightning/necrotic damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. Magic Resistance: The golem has advantage on saving throws against spells and other magical effects. Magic Weapons: The golem's weapon attacks are magical.
Actions
Multiattack: Makes Two Bloodied Cross attacks Bloodied Cross: +7, reach +5, 3d8 +4 bludgeoning
East Tower:
First Floor: Red carpeting with the wolf's face, the symbol of algorath can be seen along the ground. Two men and one woman can be seen nude with masks over their head working on getting platters of food, and wine glasses in their hands. On the far end, four crates filled with wine bottles can be seen. Tall banners reach around the area hang from the fourty-foot tall walls. To the North and South, two ladders can be seen. The far end crates all have Salty's Human Fire Wine on it, some roasted foods that appeared to be hand delivered as well as some silver platters (worth 1GP EACH), and some silver chalices (2 GP each). Under the crates will be a hatch (requires a rank 3 seal). Perception check will reveal their mouths and eyes are sown shut, as well as mass lash marks on their backs. If the party touches the wine, they will go berserk. Cellar: As you enter the small room, the stench of death assaults your senses. Along the walls are crates upon crates stacked, you can see three men dressed in large red robes, with the symbol of Algorath on the back. They appear to be working on a man who lies atop a large slab. The slab itself appears to have the shape of a woman with barbed hair and long claws carved into it. This is where there's a chance the other anti-magical field can be. The alter has an HP of 25, and AC of 16, with sturdy of 10, and is vulnerable to bludgeoning, but resistant to piercing and slashing. The crates appear to have several empty bottles for something called "Iteldew Toxin". Some also contain more wine, or limbs on them. Other contain torture tools such as whips, chains, restraints, scalpals, thread, needles and more. Second Floor (Monster Room): Third Floor (Ystralim's Throne Room):Vault:
Door: The door is a 10x15 door that is mechanically locked, and made from a dense steel mixed with ancient metal. (AC 35, HP 100). There is no lock, and, instead, reacts to Ystralim's metal. Visibly, it appears like a statue which matches the others in the room. When unlocked, it lowers down with a ladder, leading to a treasure room. Treasure: Shield +1 Shield +2 Greatsword +1 3 potions of superior healing 1 potion of greater healing 3 elixers of health 2 potions of water breathing 4 potions of heroism 8 potions of healing 1 Potion of Clairvoyance Potion of Hill Giant Strength Scroll of Id Insinuation Scroll of Continual Flame 1 Scroll of Wish Ring of X-Ray vision 1 Philter of LoveGuard Barracks:
First/Second Floor (Main Barracks): Lounging Area:Remove these ads. Join the Worldbuilders Guild




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