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DMDave - Dungeons & Lairs 78 - Gnoll Burrows - Free Version
DMDave - Dungeons & Lairs 78 - Gnoll Burrows - Free Version
Gnoll Burrows
Gnoll Burrows is a Fifth Edition plug-in reached out telepathically across the desert
adventure for four characters with an wastes in search of thralls. Though he found
average party level (APL) of 3, 5, 8, or 11. few intelligent humanoids, he did discover a
This document offers details for the 3rd-level roving band of gnolls and bound them all to
version. For the full adjustments for all level his will.
ranges, sign up for the DMDave Patreon. The Using his profane magics, Hak’shud
characters must delve into the rotting remains transformed these gnolls into undead
of a giant purple worm and root out the monstrosities and commanded them to bring
gnolls feasting on its flesh—along with their him flesh—alive or dead. Meanwhile, the
dark master. small number of humanoids he’d managed to
contact and ensorcel began to infiltrate the
Background highest levels of Sandara Oasis, including the
Hall of Ancestors; countless bodies have
About a week ago, a caravan transporting the been removed from those hallowed halls and
remains of a lich-like creature called placed at the feet of Hak’shud.
Nacho Lazaro
Gnoll Burrows 3
Hazard: Corpse Piles – Cackle Fever. depends on the level of the adventure, as
Whenever a non-undead creature moves far- shown in the Modified Cackle Fever table.
ther than 15 feet on the ground in a single
Modified Cackle Fever
round, they must succeed on a DC 14
Dexter-ity (Acrobatics) check or fall face Adventure Save Fire
first into a pile of corpses. A creature that Level DC Damage Madness
falls into the corpses must succeed on a Con-
stitution saving throw or be infected with 3rd 11 2 (1d4) —
cackle fever. The nature of the cackle fever 5th Available in the full version
Area G3 Encounter
Adventure Encounter
Level
Fat Goblin Games
3rd 1 roper
5th Available in the full version
Obstacle: Door of Flesh. A thick,
gooey web of flesh (as if a web spell with a
Gnoll Burrows 5
Obstacle: Acid Pool. The entire room is Encounter: Hak’shud’s Lieutenant. If
submerged in a pool of stomach acid. It is the characters enter the room quietly, they
10 feet deep at the center. Any creature that see a flying skull (fleshripped flying
begins its turn in the pool takes acid sword, except its longsword attack is
damage. Additionally, any nonmagical item instead a slam attack that deals
that begins a turn inside the pool corrodes. bludgeoning damage and it can speak and
After corroding, weapons take a permanent understand Common). It is mulling over a
and cumulative −1 penalty to damage rolls; large manual of flesh golems, muttering to
armor takes a permanent and cumulative −1 itself and barking the occasional command
penalty to AC. If its penalty drops to −5, to one or more gnoll servants nearby.
the weapon or armor is destroyed. Smaller If Mort is already accompanying the
items (such as nonmagical clothing and characters (see Adventure Hooks), the flying
rings) are instantly destroyed. The nature skull is one of Hak’shud’s loyal lieutenants.
of the obstacle depends on the level of the Otherwise, the flying skull is Mort himself—
adventure, as shown in the Acid Pool table. and he is ready to turn traitor on his dark
master! Once the gnoll servants are defeated,
Acid Pool Mort begs for mercy (if he wasn’t already
Adventure Acid Damage accompanying the characters), using his
Level knowledge of Hak’shud and the password to
the flesh door (see area G3) as leverage.
3rd 5 (1d10) The nature of the encounter depends on
5th Available in the full version the level of the adventure, as shown in the
Area G5 Encounter table.
Treasure: Ring of Water Walking. An
Area G5 Encounter
oxidized copper ring of water walking floats
in the center of the acid pool. A creature Adventure Encounter
can attempt to fish it out from the shore by Level
attempting a DC 16 Dexterity check using
1 flying skull and 2 fleshripped
a line and hook. A failed check destroys the 3rd gnolls
line and hook.
5th Available in the full version
G5 – Corpse Sorting
This area strikes as a halfway point between
a morgue and a bureaucrat’s office. It seems
the bodies are being categorized and sorted
into neat stacks.
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Gnoll Burrows 7
of the adventure, as shown in the Area G7 As soon as the battle with Hak’shud is
Encounter table. over, the purple worm shudders one last time
and falls apart, revealing a way to the surface.
Area G7 Encounter
Gas Release. Characters with
Adventure Encounter proficiency in Medicine or a passive
Level Wisdom (Perception) score of 14 or higher
Fenian (fleshripped cult realize that the built-up gases within the
3rd fanatic) and 3 fleshripped purple worm are escaping during the battle.
gnolls For the remainder of the adventure, gas
explosions (see General Features) only
5th Available in the full version
happen on a 1 or 2.
Treasure: Dimensional Shackles. One Encounter: Hak’shud. Hak’shud,
of the embalming tables is equipped with a sensing his schemes coming to an end,
pair of dimensional shackles. engages the characters atop his golem, the
corpse throne. On initiative count 20,
G8 – Hak’shud’s Corpse Throne Hak’shud attempts to infiltrate the
characters’ minds with a psychic scream.
Before you lies a throne stitched together Each character must succeed on a DC 14
from the mangled corpses of Hak’shud’s Wisdom saving throw or take 7 (2d6)
victims. Seated upon the throne, silhouetted psychic damage and become frightened of
against dancing orbs of light, is Hak’shud Hak’shud for 1 minute. A frightened
himself—or rather, Hak’shud’s skeleton. As character can repeat the saving throw at
his voice tickles the back of your mind, you the end of each of its turns. If a
feel the ground shift. character’s saving throw is successful or
the effect ends for it, that character is
immune to the Hak’shud’s scream for the
Illumination. Treat this area as being
next 24 hours.
dimly lit from permanent dancing lights.
The nature of the encounter depends on
Hazard: Falling Debris. The ossified re- the level of the adventure, as shown in the
mains of the purple worm begin to collapse Area G8 Encounter table. Creatures marked
around the characters. On initiative count with an asterisk are new creatures featured in
10, each creature in the area must succeed the appendix.
on a DC 14 Dexterity saving throw or take
bludgeoning damage. The nature of the Area G8 Encounter
hazard depends on the level of the adven-
ture, as shown in the Falling Debris table. Adventure Encounter
Level
Falling Debris Hak’shud (fleshripped cult
3rd fanatic) mounted on a corpse
Adventure Bludgeoning Damage throne (gnoll abomination*)
Level
5th Available in the full version
3rd 5 (1d10)
5th Available in the full version
8 Dungeons & Lairs #78 (Free Version)
Treasure: Hak’shud’s Hoard. Should
the characters manage to overcome
Aftermath
Hak’shud and his corpse throne golem, If the characters successfully defeat
they’re free to pick through the remains Hak’shud, any of his servants remaining in
and recover his treasure hoard. The hoard’s the Flesh Burrows are killed as the purple
contents depend on the level of the worm collapses in on itself. The characters
adventure, as shown in the Area G8 are free to rest and collect Hak’shud’s treasure
Treasure table. hoard before returning to their patron, who
pays them what was promised. However, if
Area G8 Treasure the characters were forced to retreat from the
Flesh Burrows, then Hak’shud continues to
Adventure Treasure
Level build his army into an unstoppable force. If
left alone for 1d4 + 1 weeks, he emerges
32 pp, 280 gp, 230 sp, 540 cp, 4 from the Flesh Burrows as a lich mounted
art objects worth 50 gp each, atop a fleshripped iron golem. Backed by 25
3rd 1d4 potions of healing, and a
gore-covered pair of boots of fleshripped mages, 50 gnoll abominations,
striding and springing and 200 fleshripped gnolls, Hak’shud then
attacks Sandara Oasis. Ω
5th Available in the full version
Paper Forge
Gnoll Burrows 9
Gnoll Abomination Magic Weapons. The abomination’s weapon
attacks are magical.
Large Undead, Neutral
Necrotic Absorption. Whenever the
Armor Class 11 abomination is subjected to necrotic
Hit Points 57 (6d10 + 24) damage, it takes no damage and instead
Speed 30 ft. regains a number of hit points equal to the
necrotic damage dealt.
STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 18 (+4) 6 (−2) 10 (+0) 5 (−3)
Rampage. When the abomination reduces a
creature to 0 hit points with a melee attack
Damage Immunities necrotic, poison; on its turn, the abomination can take a
bludgeoning, piercing, and slashing from bonus action to move up to half its speed
nonmagical attacks that aren’t adamantine and make a Bite attack.
Condition Immunities charmed, exhaustion,
frightened, paralyzed, petrified, poisoned Actions
Senses darkvision 60 ft., passive Perception 10 Multiattack. The abomination makes one
Languages understands the languages of its Bite attack and one Slam attack.
creator but can’t speak Bite. Melee Weapon Attack: +5 to hit, reach 5
Challenge 3 (700 XP) ft., one target. Hit: 6 (1d6 + 3) piercing
Proficiency Bonus +2 damage, and the target must make a DC 10
Constitution saving throw, taking 7 (2d6)
Special Traits poison damage on a failed save, or half as
much damage on a successful one.
Immutable Form. The abomination is Slam. Melee Weapon Attack: +5 to hit, reach 5
immune to any spell or effect that would ft., one target. Hit: 8 (2d4 + 3) bludgeoning
alter its form. damage.
Magic Resistance. The abomination has
advantage on saving throws against spells
and other magical effects.