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Sesión 23

Templo del anochecer

Tienen primero que encontrar el templo, cuando lo encuentren está completamente a oscura y lleno de sirvientoes mecánicos y renacidos de la primera órden. Los renacidos sirven a un diablo que le entregó a Atreos los secretos de la nigromancia. El diablo controla todos lo no-muertos (incluido Egir).

Chalkrom y las sátiras se quedarán atrás, M213 va a viajar a la guarnición más cercana para que las tropas puedan venir a la forja. Purphoros probablemente hará correr la voz entre sus seguidores que su nuevo campeón ha reclamado el templo del amanecer y pronto más oradores rojos se unirán a ellos.

encontrar la entrada al templo de la medianoche llevará tempo pero un hechizo de detectar no-muertos o una comunicación con los dioses puede ayudar.

Chalkrom les regalará un colalr de resistencia al fuego hecho con partes de dragón.

Entrada

La entrada consiste en un agujero en al tierra que desciende hacia la oscuridad un potente sello lo bloqueda, pero disipar magia puede levantarlo.

La caída son unos 50 bajar de golpe sin ninguna ayuda implica 25d6 de daño de fuerza. Una vez al fondo está completamente oscuro como si una niebla mágica bloqueara la luz. Todas la efectividad de las fuentes de luz se reducen a la mitad.

Las últimas gotas de luz se filtran de la superficie cuando descendeis al jardín. Decenas de sarcófagos de piedra se encuentran apilados en las paredes de piedra. Un pasto de flores y musgo grisáceo cubre el fondo de esta sala. En la oscuridad se aprecia una estatua de un metal de color apagado. Representando a un decrépito anciano sin piernas con velo tapando su cabeza apoyándose en su báculo para arrastrarse por el suelo. Lo reconocéis como Atreos el dios del pasaje y la muerte. Bajo la estauta la entrada al templo de la medianoche os aguarda.

En la entrada se encontrarán una guarnición de no-muertos, inicialmente no-hostiles. Hablarán a la vez presentandose como Livyatán. El señor de la casa, inicialmente interesado en los vivos que se arrastran a su morada. Les preguntará si Atreos sabe que están aquí y si ha llegado ya el día para otra purga.

Necrópolis

Una ciudad subetrránea compuesta de callejuelas y edificios que ascienden más allá de la luz que portáis. Un terreno laberíntico de calles desérticas. El eco de vuestros pasos acompaña a susurros en la oscuridad. Chirridos y sonidos de pasos incorpóreos que parecen seguiros a medida que avanzáis. Vuestras antorchas formado una burvuja de luz en esta profunda oscuridad.

Para llegar al portal es necesario superar una tirada de supervivencia u orientación de dificultad 35, por cada fallo la dificultad se reduce en 5.

Primer encuentro

Livyatán primero se presentará al grupo en un gimnasium tomado por el musgo y las plantas.

Se escuchan gruñidos de esfuerzo y el sonido de pesados metales golpeando contra la piedra. La luz desvela a un diablo de piel correosa y alas de murciélago. Porta una corona de oro en sus cuernos y un cinturón de metal que tapa su virilidad. Acompañandole hay dos demonios menores y un no-muerto cubierto por una tela.

Livyatán Se encuentra tumbado en un banco levantando dos pesadas mancuernas de piedra, los dos demonios expectantes por si su señor pierda las fuerzas y se le caen.

Livyatán dirá que ha recordado porqué conoce a Egir. Y es que su hermano es de sus mejores amigos, sin embargo Kalogeros no le ha hablado muy bien de él. Dice que se llevó su daga y además le dejó morir sólo mientras Egir salía corriendo. Pero Livyatán hay algo que no soporta y es que dos hermanos se lleven mal. Así que le ha traído para que hagan las paces.

Debajo de la manta hay ulo que antes debío se hombre corpulento de pelo rojizo. La piel de sus extremidades es blanquecina y sus puntas están bañadas en sangre reseca. De su pecho y hastala sien emergen un sinfín de armas de bronce todavía supurando sangre negra.

Kalogeros y su montura atacarán al grupo. Junto con los demonios cuando uno de ellos baje a menos de la mitad de la vida huirán en la oscuridad.

Bestiario


Abhorrent Overlord

Large Fiend, Lawful Evil


  • Armor Class 16 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 30 ft., Fly 60 ft.
  • Initiative +4 (14)

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 16 (+3) 15 (+2) 14 (+2) 16 (+3)

  • Saving Throws Con +7, Cha +7
  • Skills Deception +7, Intimidation +7, Persuasion +7
  • Damage Resistances Cold, Necrotic
  • Immunities Poison; Poisoned
  • Senses Darkvision 120 ft., Passive Perception 12
  • Languages Abyssal, Common, Infernal
  • Challenge 9 (XP 5000; PB +4)
  • Proficiency Bonus +4

Innate Spellcasting. The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

1/day each: confusion, crown of madness, suggestion

Insatiable Greed. The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.

Magic Resistance. The abhorrent overlord has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The abhorrent overlord makes two attacks with its claws.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature.

Storm of Crows (Recharge 6). The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain.
Any creature that moves into the area for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw. A creature takes 16 (3d10) slashing damage plus 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.


Allip

Medium Undead, Typically Neutral Evil


  • Armor Class 13
  • Hit Points 40 (9d8)
  • Speed 0 ft., Fly 40 ft. (hover)
  • Initiative +3 (13)

STR DEX CON INT WIS CHA
6 (-2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3)

  • Saving Throws Int +6, Wis +5
  • Skills Perception +5, Stealth +6
  • Damage Resistances Acid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Immunities Cold, Necrotic, Poison; Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 15
  • Languages The languages it knew in life
  • Challenge 5 (XP 1800; PB +3)
  • Proficiency Bonus +3

Incorporeal Movement. The allip 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.

Unusual Nature. The allip doesn't require air, food, drink, or sleep.

Actions

Maddening Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) psychic damage.

Howling Babble (Recharge 6). Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and Undead are immune to this effect.

Whispers of Compulsion. The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 12 (2d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and Undead are immune to this effect.


Eater of Hope

Large Fiend, Lawful Evil


  • Armor Class 17 (natural armor)
  • Hit Points 90 (12d10 + 24)
  • Speed 30 ft., Fly 60 ft.
  • Initiative +3 (13)

STR DEX CON INT WIS CHA
19 (+4) 17 (+3) 14 (+2) 12 (+1) 11 (+0) 16 (+3)

  • Saving Throws Con +5, Cha +6
  • Skills Deception +6, Intimidation +6, Persuasion +6
  • Damage Resistances Cold, Necrotic
  • Immunities Poison; Poisoned
  • Senses Darkvision 120 ft., Passive Perception 10
  • Languages Abyssal, Common, Infernal
  • Challenge 6 (XP 2300; PB +3)
  • Proficiency Bonus +3

Insatiable Greed. The eater of hope can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.

Magic Resistance. The eater of hope has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The eater of hope makes two attacks with its claws.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage.

Breath of Hopelessness (Recharge 5–6). The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a DC 14 Charisma saving throw. On a failed save, the target takes 26 (4d12) necrotic damage and is cursed for 1 minute. While cursed in this way, the target takes an extra 6 (1d12) necrotic damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn't cursed.


Gloamwing

Large Undead, Neutral Evil


  • Armor Class 16 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 30 ft., Fly 60 ft.
  • Initiative +3 (13)

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 2 (-4) 11 (+0) 6 (-2)

  • Saving Throws Str +8, Dex +6
  • Skills Perception +3, Stealth +6
  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 13
  • Languages Understands Common
  • Challenge 8 (XP 3900; PB +3)
  • Proficiency Bonus +3

Death Link. If its specter rider is reduced to 0 hit points, the gloamwing is destroyed.

Flyby. The gloamwing doesn't provoke an opportunity attack when it flies out of an enemy's reach.

Sunlight Sensitivity. While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The gloamwing makes two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.


Nightmare Shepherd

Large Fiend, Lawful Evil


  • Armor Class 18 (natural armor)
  • Hit Points 133 (14d10 + 56)
  • Speed 30 ft., Fly 60 ft.
  • Initiative +2 (12)

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 18 (+4) 14 (+2) 17 (+3) 20 (+5)

  • Saving Throws Con +8, Wis +7
  • Skills Arcana +6, Deception +9, Perception +7, Persuasion +9
  • Damage Resistances Cold, Necrotic
  • Immunities Poison; Poisoned
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Abyssal, Common, Infernal
  • Challenge 11 (XP 7200; PB +4)
  • Proficiency Bonus +4

Aura of Nightmares. Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the shepherd, that creature must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage.

Innate Spellcasting. The shepherd's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:

1/day each: confusion, dispel magic, hold person, suggestion

Magic Resistance. The shepherd has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The shepherd makes two attacks: one with its claws and one with its staff.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 16 (3d10) necrotic damage.

Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands, plus 26 (4d12) psychic damage.

Herd the Underworld (Recharges after a Short or Long Rest). The shepherd pulls twisted souls from the Underworld; 1d6 shadows (without Sunlight Weakness) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they're destroyed. They disappear when the shepherd dies.


Nightveil Specter

Medium Undead, Neutral Evil


  • Armor Class 17 (natural armor)
  • Hit Points 105 (14d8 + 42)
  • Speed 30 ft.
  • Initiative +4 (14)

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 16 (+3) 6 (-2) 17 (+3) 11 (+0)

  • Saving Throws Dex +8, Wis +7
  • Skills Insight +7, Perception +7, Stealth +8
  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Immunities Poison; Charmed, Exhaustion, Frightened, Poisoned
  • Senses Darkvision 120 ft., Passive Perception 17
  • Languages Understands Common but can't speak
  • Challenge 10 (XP 5900; PB +4)
  • Proficiency Bonus +4

Mount. If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can't be surprised, and both it and its mount gain advantage on Dexterity saving throws.

Actions

Multiattack. The specter makes two scythe attacks.

Scythe. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage.

Mind Twist (Recharge 5–6). The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Reap Memory (3/Day). The specter touches one incapacitated creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.

Limited Sentience. A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination.

Gloamwing Mount. If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.

A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.

Undead Nature. A Nightveil specter and its gloamwing mount don't require air, food, drink, or sleep.


Woe Strider

Large Aberration, Chaotic Evil


  • Armor Class 17 (natural armor)
  • Hit Points 110 (13d10 + 39)
  • Speed 40 ft., Climb 40 ft.
  • Initiative +2 (12)

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 8 (-1) 14 (+2) 14 (+2)

  • Skills Intimidation +5, Perception +5
  • Immunities Frightened
  • Senses Darkvision 120 ft., Passive Perception 15
  • Languages Telepathy 120 ft.
  • Challenge 7 (XP 2900; PB +3)
  • Proficiency Bonus +3

Antimagic Cone. The woe strider's open mouth creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether its mouth is open or closed.

Actions

Multiattack. The woe strider makes two claw attacks and one bite attack. If both claws hit the same creature, the target is grappled (escape DC 14).

Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 3 (1d6) psychic damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled, incapacitated, or restrained. Hit: 13 (2d8 + 4) piercing damage plus 16 (3d10) psychic damage. In addition, each magic item the creature is carrying that isn't an artifact has its magical properties suppressed for 1 minute.