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DMDave - Dungeons & Lairs 64 - Remorhaz Mountain - Full Version

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217 views9 pages

DMDave - Dungeons & Lairs 64 - Remorhaz Mountain - Full Version

Uploaded by

jean.dupond
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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DUNGEONS & LAIRS #64:

REMORHAZ MOUNTAIN
Remorhaz Mountain is a Fifth Edition plug-in adven-
ture for four characters with an average party level
(APL) of 5, 8, 11, or 14. This document offers a CREDITS
general guideline on scaling the adventure for each The following creators made this adventure
level. The characters must enter the stomach of an possible:
awakened cliffside—a living mountain—and purge Design and Writing. DMDave, John K. Webb
it of an “intestinal” infestation: the nest of a foul Editing and Layout. Tony Casper
remorhaz! Cartography. Tom Cartos
Artwork. Nacho Lazaro, Fat Goblin Games
RUNNING THE ADVENTURE
To run the adventure, you need the three Fifth shows you which version of the adventure you
Edition core rulebooks. You can access a free basic should select for each level. A given adventure ver-
ruleset from the official source if you don’t have a sion might be easier or more challenging for a given
copy. party.
Scaling the Adventure
Text that appears in a box like this is meant to
be read aloud or paraphrased for the players Recommended
when their characters arrive at a location or Average Party Adventure Relative
under specific circumstances, as described in Level Version Difficulty
the text.
5 5th-Level Hard
When a creature’s name appears in bold type, 6 5th-Level Medium
that’s a visual cue pointing you to its stat block to
7 5th-Level Easy
say, “Hey, game master, make sure you get this
creature’s stat block ready—there’s going to be an 8 8th-Level Hard
encounter!” If the stat block appears in the appendix 9 8th-Level Medium
of this adventure, the text tells you so; otherwise,
you can find the stat block in the core rulebook. 10 8th-Level Easy
Spells and non-magical equipment mentioned in 11 11th-Level Hard
the adventure are described in the core manual for
12 11th-Level Medium
players. Magic items are described in the core man-
ual for game masters unless the adventure’s text 13 11th-Level Easy
directs you to an item’s description in the appendix. 14 14th-Level Hard
Level Selection 15 14th-Level Medium
Before playing, know the level at which you wish to 16 14th-Level Easy
run the adventure. Overall, the adventure’s locations
and descriptions remain unchanged throughout the
levels. However, most encounters, hazards, traps,
Adventure Hooks
and treasures scale with each level of the adventure. The table on the following page offers some ideas if
The keyed locations will present the differences be- you don’t have a reason for the characters to inves-
tween each level. tigate Remorhaz Mountain. Roll a d8 or choose the
Also, the adventure works for more than just the one you like best. If you need to motivate the party
listed levels. If you wish to run this adventure for with a monetary reward, their patrons offer 500 gp
levels other than 5, 8, 11, or 14, the chart below per level of the adventure.

DUNGEONS & LAIRS #64 1


Remorhaz Mountain Adventure Hooks

d8 Patron Adventure Hook


1 Academy Certain wizard scholars are interested in checking up on their awakened cliffside
creation; they ask the characters to interview the creature regarding its quality of
life, record the answers, and report back.
2 Ancient Being The awakened cliffside itself makes contact with the characters and asks them
to deal with its remorhaz infestation.
3 Aristocrat A local lord requires a rare delicacy for his daughter’s wedding: remorhaz eggs.
4 Criminal Syndicate The thieves’ guild thinks it’d be a good idea to utilize the awakened cliffside as
a base of operations. They promise to cut the creature in on the profits…some-
how.
5 Adventurer’s Guild A blacksmith has a strange request: quench her newest creation in the fiery
stomach acid of a remorhaz. It’s the only way the flame tongue can be complet-
ed (the characters can’t keep it…unless they steal it).
6 Military Force The awakened cliffside occupies a very important passage; the military wants to
know if it’s a threat to their continued operation.
7 Religious Order An arcano-theocratic order of wizard-priests regards the awakened cliffside as a
living miracle. They ask the characters to secure the area in preparation for their
pilgrimage.
8 Sovereign The land’s sovereign (or someone close to them) has gone a bit mad: they ask
that the characters bring them back the “still-warm” stomach acid of a remor-
haz—to drink, presumably, but who’s to say?

2 REMORHAZ MOUNTAIN
BACKGROUND A massive cliffside rises before you. Sudden-
ly, the rockface shudders, sending clumps of
The magical phenomenon of awakened flora and snow hurtling to the earth below; a gaping
fauna is well documented, but enterprising wizards cavern yawns open, and you hear—impossi-
pushing the boundaries of awakening have discov- bly—a thundering groan, as if made by some-
ered something extraordinary: through a powerful thing in great discomfort.
and expensive ritual, it is possible to awaken the
earth itself. The result is a creature that’s not quite Two smaller caverns open above the first,
elemental, nor quite mundane. Rather, it is an inde- revealing smooth pits of obsidian. Then, the
pendent creature of living, breathing rock. mountain begins to speak…
Not long ago, a remorhaz began nesting inside the
awakened cliffside, burning tunnels into its rock and Encounter: Wakey Wakey. When the characters
stone. Understandably, this “intestinal” worm has arrive, the awakened cliffside (see the Appendix)
caused the awakened creature a great deal of pain. wakes up from a long nap:
Though the awakened cliffside is mighty, it is vul- ▶ When it speaks, it is clearly in distress, groaning
nerable to parasites; heroes are needed to treat the and bellyaching.
infestation. ▶ It explains that a remorhaz has made a nest in its
body, burrowing holes in what essentially is the
TRAVELING TO THE creature’s stomach—the fiery worm is giving it

AWAKENED CLIFFSIDE
terrible indigestion.
▶ It asks the characters what they want.
Random Encounters. It takes the characters approx- ▶ It is agitated, but willing to negotiate; if the char-
imately 4 hours to reach the awakened cliffside if acters agree to get rid of the remorhaz nest, it’ll
walking at a normal pace (3 miles per hour). At the agree to (almost) anything.
beginning of each hour, roll a d20. On a 15–20, the ▶ It doesn’t know how many remorhazes are inside it.
characters encounter something: roll on the Ran-
dom Encounters table below to see what they come
across. See the Remorhaz Mountain Battlemaps REMORHAZ MOUNTAIN BATTLEMAPS
sidebar for links to the battlemaps.
Battlemaps for this adventure can be found in
Meeting the Awakened Cliffside the Into the Wilds – Rural Winter set on the Tom
Cartos Patreon:
When the characters arrive to the awakened cliff-
▶ Road (Road map)
side, read or paraphrase the following:
▶ Clearing (Clearing map)

Remorhaz Mountain Random Encounters

d4 5th Level 8th Level 11th Level 14th Level Scenario Battlemap
1 1 hill giant 2 hill giants 2 hill giants 3 hill giants The monsters block the Road
and its dire and their dire and their and their road; the giants demand
wolf wolf 2 winter 3 winter payment (GM’s discretion)
wolves wolves to pass.
2 1 mammoth 2 mammoths 3 mammoths 3 mammoths The mammoths block the Road
road; they’re sleeping and
can be snuck past with a
successful DC 18 Dexter-
ity (Stealth) group ability
check.
3 3 winter 4 winter 3 winter 3 winter The monsters are hiding in Clearing
wolves wolves wolves and wolves and a clearing; they attempt to
their 2 hill their 3 hill ambush the characters.
giant masters giant masters
4 1 young 1 adult white 1 adult white 1 ancient The dragon spots the char- Clearing
white dragon dragon dragon white dragon acters in a clearing; it lands
to ask them what they’re
doing in its territory.

DUNGEONS & LAIRS #64 3


Treasure: Awakened Cliffside Eyes. An awakened it is the “nose” of the awakened cliffside’s face. The
cliffside that dies leaves behind two 100-pound orbs rockface is difficult terrain, but can be climbed easily
of obsidian. An orb can be excavated over 8 hours using the appropriate tools, or climbed freehand
using mason’s or smith’s tools. Have each character with a successful DC 12 Strength (Athletics) check.
excavating an orb make a DC 20 Intelligence (Ar- This check must be repeated each time a creature
cana) check. On a failure, a character accidentally begins using its movement or takes the Dash action.
ruins 1d20 pounds of the rare metal. Each pound Failing a check results in a fall. A creature that falls
successfully harvested from an orb is worth 10 pp. in this way must make a DC 14 Dexterity saving
Time to Climb. The entrance to the remorhaz throw, taking 1d6 bludgeoning damage per 5 feet
caverns is approximately 150 feet from the ground: fallen and landing prone on a failure, or falling half

4 REMORHAZ MOUNTAIN
as far and taking half as much damage on a success caverns appear ordinary. There are, however, scorch
as the creature manages to get a handhold at the marks along the edges of the tunnels, where the
last second. remorhaz has blazed its trail.
Hazard: That Tickles! Climbing the awakened cliff- Remorhaz Acid. A remorhaz can move into spaces
side might cause the creature to sneeze. inside the ravine it otherwise wouldn’t be able to fit
On initiative count 20, check to see if the char- in by burning a hole. Whenever a remorhaz creates
acters have done something to make the awakened space for itself (i.e., its base would contact one or
cliffside sneeze. While it’s ultimately up to you what more walls), it deals 3d6 fire damage to the awak-
causes this, here are some suggestions for what ened cliffside.
might cause the awakened cliffside to sneeze: Et tu? Characters can target the awakened cliffside
▶ Using climbing supplies (metal spikes, etc.) from inside the ravine—as long as they don’t mind
▶ Moving and dashing in the same turn getting sneezed out (see below).
▶ Moving or dashing with claws or claw-like appen- Gesundheit! The awakened cliffside can expel hu-
dages manoid creatures (i.e., characters who purposefully
attack it) out its nose holes in area 1, regardless of
▶ Casting a spell
where those creatures are currently located within
▶ A character sneezing (sympathy sneezes) the ravine. Creatures expelled in this manner fall 150
▶ Using a weapon feet to the ground outside the awakened cliffside,
If the characters have done something that might taking 1d6 bludgeoning damage per 5 feet fallen and
make the awakened cliffside sneeze 3 rounds in a landing prone.
row, it sneezes. Whenever the awakened cliffside Hazard: Upset Rock Tummy. Whenever the awak-
sneezes, each creature currently climbing it must ened cliffside takes damage while the characters
make a DC 14 Dexterity saving throw or fall, taking are inside the ravine (such as by Remorhaz Acid), it
1d6 bludgeoning damage per 5 feet fallen and land- begins to rumble. Roll a d20: on a 15–20, each crea-
ing prone on a failure, or falling half as far and tak- ture in the ravine must make a DC 12 Dexterity sav-
ing half as much damage on a success as the crea- ing throw as rocks begin to fall. A creature that fails
ture manages to get a handhold at the last second. its saving throw falls prone and takes bludgeoning
damage depending on the level of the adventure, as
THE REMORHAZ RAVINE shown in the table below. A creature that succeeds
on its saving throw takes half as much damage and
The remorhaz ravine is a collection of tunnels carved doesn’t fall prone.
out by the blazing trail of the worm. While this is a
normal, natural function of the remorhaz, it has in Upset Rock Tummy
this case caused a great deal of pain to its awak-
ened cliffside host. Adventure Level Damage

General Features 5th 2d10


8th 2d10
Unless stated otherwise, the remorhaz ravine has
the following features. 11th 4d10
Size and Dimensions. The ceilings within each 14th 4d10
area of the ravine are roughly 15 feet high unless
stated otherwise.
Illumination. Treat each area as having no light Keyed Locations
unless stated otherwise. The following locations are keyed to the maps of the
One Talkative Rock. As long as the awakened remorhaz ravine on page 6.
cliffside is alive, it can talk to creatures (including the
characters) inside the ravine—and does so constantly. 1 – The Nose
Living Mountain Wind. As long as the awakened As the characters climb into the “nose” holes of the
cliffside is alive and breathing, the temperature of awakened cliffside, read or paraphrase the following:
the ravine is below freezing. A creature without
resistance or immunity to cold damage or that isn’t Before you now is the remorhaz ravine, carved
wearing cold weather gear must succeed on a DC from the living rock of the awakened cliff-
18 Constitution saving throw at the end of each side. As a remorhaz moves, their superheated
hour or gain one level of exhaustion. A creature that bodies literally melt snow and earth; this has
is soaking wet makes this saving throw with disad- caused extraordinary pain to the awakened
vantage and can’t benefit from cold weather gear cliffside. Its labored breathing—a living moun-
until it is dry again. tain wind—rushes past you in great waves of
Surface Detail. Aside from the “breathing” and bone-chilling cold.
occasional groans of the awakened cliffside, the

DUNGEONS & LAIRS #64 5


North Passage. A set of rocky steps to the north Secret: Frozen Arch. At the southern edge of this
leads to the western edge of area 2. Climbing the area is a thin membrane of ice that blends in per-
steps is easy, but is also tickling for the awakened fectly with the surrounding cavern. The membrane
cliffside. Roll a d20: on a 10–20, each creature in separates this area from area 4. A character can
the ravine must make a DC 12 Dexterity saving make a DC 15 Wisdom (Perception) check while
throw as the awakened cliffside laughs and rocks searching the area to notice the following:
begin to fall. Refer to the Upset Rock Tummy sec- ▶ The ice itself is newly formed.
tion on page 5 for the hazard’s effect and damage ▶ There are scorch marks surrounding the ice.
profile. This passage hazard can only occur once per ▶ It sounds hollow when tapped.
hour (the awakened cliffside has some self-control).

6 REMORHAZ MOUNTAIN
The frozen arch has AC 15, 25 hit points, immuni-
ty to poison and psychic damage, and vulnerability
to fire damage. However, causing damage to the
frozen arch also hurts the awakened cliffside:
▶ The awakened cliffside asks the characters to
stop.
▶ The characters can convince the awakened cliff-
side that breaking the frozen arch is in its best
interest with a successful DC 15 Charisma (Per-
suasion) check.
▶ If the characters can’t convince the awakened
cliffside but continue anyway, the awakened cliff-
side forcibly expels them (see Gesundheit! in the
General Features section).
Treasure: Frozen Pool—Obsidian (Nose) Nuggets.
Along the western edge of this area is a small pool
of partially frozen water. Characters standing near
the pool can clearly see something black shimmering
below.
The frozen pool has AC 15, 18 hit points, immuni-
ty to poison and psychic damage, and vulnerability
to fire damage. However, causing damage to the
frozen pool also hurts the awakened cliffside: West Passage. A set of rocky steps to the west
▶ The awakened cliffside asks the characters to leads to the northern edge of area 1. Climbing the
stop. steps is easy, but is also tickling for the awakened
▶ The characters can convince the awakened cliff- cliffside. Roll a d20: on a 10–20, each creature in
side that breaking the frozen pool is in its best the ravine must make a DC 12 Dexterity saving
interest with a successful DC 20 Charisma (Per- throw as the awakened cliffside laughs and rocks
suasion) check (i.e., the awakened cliffside knows begin to fall. Refer to the Upset Rock Tummy sec-
it’s highly unlikely). tion on page 5 for the hazard’s effect and damage
▶ If the characters can’t convince the awakened profile. This passage hazard can only occur once per
cliffside but continue anyway, the awakened cliff- hour (the awakened cliffside has some self-control).
side forcibly expels them (see Gesundheit! in the Encounter: Hidden Roper(s). One or more ropers
General Features section). have made themselves at home in the remorhaz’s
▶ A creature standing on top of the pool when it’s lair, content to scavenge from the worm’s leftovers.
broken falls into the freezing water; the creature The nature of this encounter depends on the level of
takes 1d6 cold damage, and its cold weather gear the adventure, as shown in the table below:
(if it’s wearing any) becomes soaking wet. Area 2 Encounter
If the characters successfully break through the
frozen pool without getting expelled from the ravine Adventure Level Encounter
altogether, they can excavate the 10-pound obsidian 5th 1 roper
deposit over the course of 1 hour using mason’s or
smith’s tools. Have each character excavating the 8th 2 ropers
deposit make a DC 20 Intelligence (Arcana) check. 11th 2 ropers
On a failure, they accidentally ruin 1d6 lbs of the
14th 3 ropers
rare metal. Each pound successfully harvested from
the deposit is worth 10 pp. Ropers are opportunists, meaning they want to
isolate a weak creature and drag it back for an easy
2 – Tortured Gullet meal; these ropers fed recently and are not willing to
As the characters enter the area, read or paraphrase die. They will retreat and hide if grievously wounded.
the following: Treasure: Frozen Corpses. The bodies of several
unfortunate hikers are frozen in this area. They’ve
The cavern begins to veer off in multiple di- been fed on recently by the roper(s). A careful
rections; tunnels of varying length and width search of the bodies reveals treasure relative to
have been burned into the rock here. There the level of the adventure, as shown in the Frozen
are scorch marks everywhere you look. Corpses table on the following page.

DUNGEONS & LAIRS #64 7


Frozen Corpses Area 3 Encounter

Adventure Level Treasure Adventure Level Encounter


5th A small art object (25 gp) and 5th —
1 random 2nd-level spell scroll 8th 1 remorhaz
8th An emerald necklace (50 gp) and 11th 1 remorhaz
1 random 4th-level spell scroll
14th 2 remorhazes
11th An engraved gold locket (100 gp)
and 1 random rare potion Grievously injured remorhazes retreat to the nest
14th A platinum choker (200 gp) and in area 4 to make their final stand.
1 random very rare potion Secret: Gem Digestion Zone. Every stone in this
area—big and small—is moving clockwise around
3 – Rumbling Tummy the area at a very slow speed. A gemstone left in
this area is digested over the course of 1d8 weeks
As the characters enter the area, read or paraphrase
per pound. Once digested, half of the gemstone’s
the following:
original weight is converted into fragile obsidian.
▶ If asked about the moving stones, the awakened
The ground rumbles ominously beneath your
cliffside is evasive; it recognizes the value in this pro-
feet; the stones seem to be moving in a steady,
cess and doesn’t wish to attract unwanted attention.
clockwise pattern, albeit at a near-impercep-
tible speed. ▶ Evidence or a DC 12 Wisdom (Insight) check re-
veals the creature is lying.
Encounter: Burrowed Remorhaz(es). Depending on ▶ Once found lying, evidence presented or a suc-
the level of the adventure, this area might be home cessful DC 12 Charisma (Persuasion) check con-
to one or more remorhazes. If present, they are vinces the awakened cliffside to divulge its secret.
burrowed beneath the churning earth; the awakened An obsidian deposit created via gem digestion can
cliffside can feel them. Refer to the table below for be excavated over the course of 1 hour using ma-
the number of remorhazes present. son’s or smith’s tools. Have each character excavat-
ing the deposit make a DC 20 Intelligence (Arcana)
check. On a failure, a character accidentally ruins
a portion of the rare metal (GM’s discretion). Each
pound successfully harvested from the deposit is
worth 10 pp.
Trap: Thin Ice. At the center of the room is a pool
of partially frozen water with a 20-foot radius. A
Medium or larger creature that steps onto the ice
must succeed on a DC 20 Dexterity saving throw
or fall into the freezing water; the creature takes
1d6 cold damage, and its cold weather gear (if it’s
wearing any) becomes soaking wet. A creature with
proficiency in Acrobatics makes this saving throw
with advantage.
Unlike the other pools in the ravine, there is noth-
ing of value here.
Treasure: Frozen Pool—Obsidian Nuggets. Along the
southeastern edge of this area is a small pool of par-
tially frozen water. Characters standing near the pool
can clearly see something black shimmering below.
The frozen pool has AC 15, 18 hit points, immuni-
ty to poison and psychic damage, and vulnerability
to fire damage. However, causing damage to the
frozen pool also hurts the awakened cliffside:
▶ The awakened cliffside asks the characters to stop.
▶ The characters can convince the awakened cliff-
side that breaking the frozen pool is in its best
interest with a successful DC 20 Charisma (Per-
suasion) check (i.e., the awakened cliffside knows
it’s highly unlikely).

8 REMORHAZ MOUNTAIN
▶ If the characters can’t convince the awakened patrons. Finally, if the characters completed their
cliffside but continue anyway, the awakened cliff- patron’s objective, they’re paid as promised. Ω
side forcibly expels them (see Gesundheit! in the
General Features section). APPENDIX
▶ A creature standing on top of the pool when it’s
broken falls into the freezing water; the creature
takes 1d6 cold damage, and its cold weather gear
Awakened Cliffside
Gargantuan Elemental, Neutral Good
(if it’s wearing any) becomes soaking wet.
Armor Class 19 (natural armor)
If the characters successfully break through the
Hit Points 198 (12d20 + 72)
frozen pool without getting expelled from the ravine
Speed 0 ft.
altogether, they can excavate the 10-pound obsidian
deposit over the course of 1 hour using mason’s or STR DEX CON INT WIS CHA
smith’s tools. Have each character excavating the 21 (+5) 1 (−5) 23 (+6) 10 (+0) 18 (+4) 10 (+0)
deposit make a DC 20 Intelligence (Arcana) check.
Saving Throws Con +11, Wis +9, Cha +5
On a failure, they accidentally ruin 1d6 lbs of the
Skills History +5, Nature +5, Perception +9
rare metal. Each pound successfully harvested from Damage Resistances cold, fire
the deposit is worth 10 pp. Damage Immunities lightning, poison; bludgeoning,
piercing, and slashing from nonmagical attacks
4 – Remorhaz Nest Condition Immunities charmed, frightened, grappled, invisible,
As the characters enter the area, read or paraphrase paralyzed, petrified, poisoned, prone, restrained, stunned
the following: Senses tremorsense 300 ft., passive Perception 19
Languages Common, Giant, Terran
This tunnel is slightly warmer than the rest of Challenge 13 (10,000 XP)  Proficiency Bonus +5
the ravine. This must be the worm nest. False Appearance. If a creature hasn’t observed the cliffside
act, that creature must succeed on a DC 18 Intelligence (In-
vestigation) check to discern that the cliffside is an awakened
Encounter: Burrowed Remorhaz(es). This area is
creature.
home to one or more remorhazes. They are bur-
Immovable. The cliffside can’t move or be moved by any
rowed beneath the churning earth; the awakened
means short of a wish spell.
cliffside can feel them. Refer to the table below for
the number of remorhazes present. Immutable Form. The cliffside is immune to any spell or
effect that would alter its form.
Area 4 Encounter Legendary Resistance (2/Day). When the cliffside fails a
saving throw, it can choose to succeed instead.
Adventure Level Encounter Siege Monster. The cliffside deals double damage to objects
5th 1 remorhaz and structures.

8th 1 remorhaz ACTIONS


11th 1 remorhaz Create Debris. The cliffside causes debris to rain down in a
15-foot-radius cylinder that is 30 feet tall centered on a point
14th 2 remorhazes it can see on a surface within 120 feet of it. Each creature in
the area must make a DC 15 Dexterity saving throw, taking 28
Secret: Frozen Arch. At the northern edge of this (8d6) bludgeoning damage on a failed save, or half as much
area is a thin membrane of ice that blends in per- damage on a successful one. The ground in the affected area
fectly with the surrounding cavern. Refer to area 1 becomes difficult terrain until cleared, with each 5-foot-diam-
on pages 5–7 for more details. eter portion requiring at least 1 minute to clear by hand.
Treasure: Delicious Remorhaz Eggs. A careful search Thunderous Roar (1/Day). The cliffside bellows a booming
of the area reveals 1d8 remorhaz eggs, a rare delicacy. roar. Each creature within 300 feet of the cliffside must make
Each egg is worth 250 gp to expert chefs and mem- a DC 19 Constitution saving throw. On a failed save, a crea-
bers of nobility, or 25 gp to common merchants. ture takes 44 (8d10) thunder damage and is deafened until
the end of the cliffside’s next turn; if the saving throw fails by
AFTERMATH 5 or more, the creature is also stunned for the same duration.
On a successful save, a creature takes half as much damage
As long as the characters successfully defeat the re- and isn’t deafened.
morhaz infesting the awakened cliffside, the strange, BONUS ACTIONS
gargantuan creature is eternally thankful; it will
Quake (Recharge 4–6). Each creature within 120 feet
welcome the characters back any time they wish. If
of the cliffside must succeed on a DC 19 Dexterity saving
other terms were negotiated upon arrival, the awak- throw or fall prone; a creature standing in difficult terrain has
ened cliffside honors those terms. disadvantage on this saving throw. A creature in the area that
The ravine heals after 2d8 weeks, disappearing is concentrating on a spell must also succeed on a DC 15
entirely. This may complicate things for certain Constitution saving throw or lose its concentration.

DUNGEONS & LAIRS #64 9

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