the hulks of zoretha


The altar emits a Any space with bones in it is difficult terrain, and creatures that move through it have disadvantage on Dexterity (Stealth) checks unless they can avoid rattling the bones when they move.Every minute that a creature searches through the area allows the creature to make a DC 20 Intelligence (Investigation) check. It sets out the basics of incorporating these beings into your world's history. Non-undead creatures within 5 feet of the crater can't benefit from resistance to necrotic damage.The sea emits an aura of negative energy. Passing over its engraved lines shifts a corporeal creature's body to Pandorym's native reality for a few seconds. Creatures who require air can breathe here, but whenever a non-undead creature enters the area for the first time on a turn or starts its turn there, it must make a DC 23 Constitution saving throw, taking 33 (6d10) poison damage on a failed save, or half as much damage on a successful one. In some cases, the party does not confront the elder evil itself, but only a mighty extension of its foul will. If Two-and-a-Half-Brains has burrowed into the area, the tunnel opening is not affected.Ragnorra's consciousness now resides wholly in the neurotangle. But Avamerin's death won't stop the invasion... All around the 100-foot-tall spire is blood rock, stone infused with the blood of countless sacrifices. The PCs are contacted by the clerics of Tovred's Landing. A brood spawn frost giant can throw one of these doors as if it were a rock.This encounter is unchanged, except that the suggested party level is increased to 18, from 15.Once reduced to half of its hit points or fewer, the brood spawn dragon Disengages and flies up above the party, hiding in the howling storm. These two blistered souls engage the party. Small and smaller creatures must swim to enter these spaces.Heavy undergrowth is difficult terrain for all creatures. When combat begins, she casts This area contains a variety of features, as pictured in the original book.The balconies have no railings; a fall off one of them is a 30 foot drop and immediately exposes the victim to the carpet of snakes.The statue of Sertrous in the middle of the room is an illusion. The creature is effectively petrified, but its weight remains the same.A transformed creature can be returned to its normal form by an Regenerating Ragnorra's body requires an immense metabolic effort. The party discover several other temples, two more in the Coiling Peninsula, one on Snapper Key, and one on the border of Morkhan and the Hirapatesh. The effects of the tar are described in Encounter 2.This area contains a variety of features, as pictured in the original book.These areas are filled bones calcified by the gravecrawler, causing them to be difficult terrain for all creatures.The walls, where present, are masonry, but are in bad shape. On a failed save, a creature suffers one level of exhaustion. It provides half cover and lightly obscures any creature inside it.The depth of the tar starts at 5 feet by the shore, and increases by 10 feet in 5-foot increments away from the shore.Any non-undead creature that starts its turn within 5 feet of this tar must succeed on a DC 16 Constitution saving throw or be poisoned until the start of its next turn. cantrip with another from the same list of damage types when you finish a They are disturbingly disfigured, with distended jaws, prominent or horned brows, protruding teeth, or extra tongues. See DMG 109 for details on severe weather conditions and their effects.The possible campaign outline given in the original book is unchanged. Clouds of vermin boil up from the earth, laying eggs that hatch and spawn new life in moments, and with them come equally virulent disease.Unnaturally warm winds blow from an atypical direction, growing hotter as the sign intensifies and carrying away all moisture.This sign slowly kills the world. Reference the original book if you are interested in lore and details regarding Kyuss, Edwin Tolstoff, and the Herald of Kyuss.The Worm that Walks is imprisoned within an obelisk at the heart of Wormcrawl Island, a remote place not found on any nautical chart, forgotten by all but the wisest sages and most despicable cultists.

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the hulks of zoretha