This document provides a summary of Module D4, which describes an underwater chamber containing a trap that alerts the lich Drazmorg to intruders' presence via magical eyes. Drazmorg then summons a small patrol of bloody bones, a type of skeletal undead, to attack. The bloody bones emerge from hiding under the water and attack with tendrils that can drag opponents through the water or drown them.
This document provides a summary of Module D4, which describes an underwater chamber containing a trap that alerts the lich Drazmorg to intruders' presence via magical eyes. Drazmorg then summons a small patrol of bloody bones, a type of skeletal undead, to attack. The bloody bones emerge from hiding under the water and attack with tendrils that can drag opponents through the water or drown them.
This document provides a summary of Module D4, which describes an underwater chamber containing a trap that alerts the lich Drazmorg to intruders' presence via magical eyes. Drazmorg then summons a small patrol of bloody bones, a type of skeletal undead, to attack. The bloody bones emerge from hiding under the water and attack with tendrils that can drag opponents through the water or drown them.
finished to make it more difficult for others to access the
Seal; remnants of the staircase still float in the water. Creatures who jump or fall from the upper level land in the middle of this room. The water level is about a foot below the lip of the southern hallway, and it only takes a move action for a creature to exit the water and stand up in the hall. Trap: Drazmorg ensorcelled the lower end of the chamber with scrying eyes to alert him of living intruders. Set into the stonework and washed with slime are six skull-sized, necrotic eyeballs stolen from some monstrous beast. As soon as any living creature reaches the water in this room, the eyes suddenly pop open and stare at the interlopers. The eyes alert Drazmorg, who immediately summons undead guards to attack. Immediately after triggering the trap, a loud hiss rises from bottom of the flue. Creatures: Drazmorg has a small patrol of bloody bones (a type of undead) guarding this area, hiding under the opaque surface of the water. Muscle and sinew hangs from their skeletal bodies while four long, sinewy tendrils writhe from their midsections. Their hollow eye sockets show nothing and their rotting flesh oozes a vile mixture of blood and mucus. Thick metal rings keep their mouths permanently shut. They emerge shortly after the scrying eyes trap is triggered, or 1d4 rounds after the first opponent touches the surface of the water (if the PCs somehow disable the trap). During combat, Drazmorg uses his staff of all-sight to speak through his undead vessels, vocalizing threats and curses through long gashes in the creatures’ throats. The projected voice sounds dry and raspy, almost like a whisper, but it eerily seems to carry great a distance and resonates as if the speaker whisperer were standing right next to the listener’s ear.
Bloody Bones (3) CR 4
Tome of Horrors CE Medium undead Init +1; Senses Darkvision 60 ft.; Listen +9, Spot +9 DEFENSE AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural) hp 32 (5d12) Fort +3, Ref +2, Will +3 Immune undead immunities; Resist fire/10 OFFENSE Spd 30 ft. Melee 4 tendrils +4 ranged touch (drag) and claw +5 melee (1d4+3) Space 5 ft.; Reach 5 ft. (30 ft. with tendril) Special Attacks Improved grab, rend 2d4 +4, tendrils TACTICS Before Combat The bloody bones hide, submerged beneath the water until PCs come within range of their tendril attack. During Combat The bloody bones lash out with their tendrils, trying to grab targets, pluck them from the walls and pin them beneath the water, attempting to drown