DMDave - Dungeons & Lairs 78 - Gnoll Burrows - Full Version
DMDave - Dungeons & Lairs 78 - Gnoll Burrows - Full Version
DMDave - Dungeons & Lairs 78 - Gnoll Burrows - Full 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 a general guideline on roving band of gnolls and bound them all to
scaling the adventure for each level. The his will.
characters must delve into the rotting remains Using his profane magics, Hak’shud
of a giant purple worm and root out the transformed these gnolls into undead
gnolls feasting on its flesh—along with their monstrosities and commanded them to bring
dark master. him flesh—alive or dead. Meanwhile, the
small number of humanoids he’d managed to
Background contact and ensorcel began to infiltrate the
highest levels of Sandara Oasis, including the
About a week ago, a caravan transporting the Hall of Ancestors; countless bodies have
remains of a lich-like creature called been removed from those hallowed halls and
Hak’shud was swallowed whole by a purple placed at the feet of Hak’shud.
Nacho Lazaro
Gnoll Burrows 1
The Flesh Burrows the burrows, ending the condition on
themselves with a success. Taking
The Flesh Burrows are a series of tunnels precautions after becoming poisoned
and cavities that have been carved into the grants advantage on the saving throw. A
remains of a giant purple worm by Hak’shud character who succeeds on this saving
and his army of gnolls. Desiccated and throw becomes immune to this effect for
stiffened by the desert heat, the burrows are 24 hours.
surprisingly stable; however, the venom of
the purple worm is still active, even in death. Hazard: Gas Explosion. Characters
The gnolls have taken to dipping their with proficiency in Medicine or a passive
weapons in these pools of poison to give Wisdom (Perception) score of 14 or higher
them an edge in combat. realize that there is a massive buildup of
Additionally, adventurers delving into the gases within the purple worm’s corpse—
worm’s remains must be cautious of noxious using fire is ill-advised. Whenever a fire
gases, unstable terrain, and bursts of toxic source is ignited in any area of the Flesh
waste, to say nothing of the foul parasites Burrows, roll a d20. On a 1–5, a firestorm
nestled in its flesh. It’ll take a strong will— engulfs the area, causing fire damage to all
and an even stronger stomach—to root out creatures and objects within it. Each
the gnoll infestation. creature in the area can make a Dexterity
saving throw, taking half damage on a
General Features success. The nature of the hazard depends
Unless stated otherwise, the Flesh Burrows on the level of the adventure, as shown in
have the following features. the Gas Explosion table.
Size and Dimensions. The ceilings Gas Explosion
within each area of the Flesh Burrows are
roughly 15 feet high. Adventure Save DC Fire Damage
Illumination. Treat each area as having Level
no light. 3rd 13 22 (4d10)
Surface Detail. There is an
overwhelming stench of rotten flesh. Sacs 5th 14 44 (8d10)
of poison are suspended from the walls of 8th 15 66 (12d10)
the burrow. Every surface is sticky with
bloody waste. 11th 16 88 (16d10)
• Wisdom (Perception) checks that rely on
Creature Template: Fleshripped.
smell are made with disadvantage.
Certain creatures in this adventure are tagged
• Unless precautions are taken (stuffing with the “fleshripped” template (for example,
their noses with cotton, for example), a gnoll might become a fleshripped gnoll).
each character must succeed on a DC 18 A creature using this template has its statistics
Constitution saving throw upon entering changed as follows:
the Flesh Burrows or become poisoned.
A poisoned character can repeat this • Its creature type becomes undead.
saving throw upon entering a new area of • It gains immunity to poison damage, as
Toxin. Whenever a
creature moves
farther than 15 feet
on the ground in a
single round, toxin sacs
are released from the roof
Gnoll Burrows 3
Hazard: Corpse Piles – Cackle Fever. Modified Cackle Fever
Whenever a non-undead creature moves far-
ther than 15 feet on the ground in a single Adventure Save Fire
round, they must succeed on a DC 14 Level DC Damage Madness
Dexter-ity (Acrobatics) check or fall face 11 2 (1d4) —
3rd
first into a pile of corpses. A creature that
falls into the corpses must succeed on a Con- 5th 13 5 (1d10) Short-term
stitution saving throw or be infected with
cackle fever. The nature of the cackle fever 8th 15 7 (2d6) Long-term
depends on the level of the adventure, as 11th 17 11 (2d10) Indefinite
shown in the Modified Cackle Fever table.
4 Dungeons & Lairs #78
Encounter: Scavengers. Several of
Area G3 Encounter
Hak’shud’s servants are picking through
the corpse piles, searching for usable flesh. Adventure Encounter
One of them is currently dragging a body Level
into area G4 on their way to Hak’shud’s
lieutenant in area G5. The nature of the 3rd 1 roper
encounter depends on the level of the 5th 1 fleshripped roper
adventure, as shown in the Area G2
Encounter table. Creatures marked with an 8th 2 ropers
asterisk are new creatures featured in the 11th 3 fleshripped ropers
appendix.
Area G2 Encounter Obstacle: Door of Flesh. A thick,
gooey web of flesh (as if a web spell with a
Adventure Encounter
Level save DC of 14) separates this area from
area G6. The door reconstitutes itself on
3rd 3 fleshripped gnolls initiative counts 10 and 20. Additionally,
3 fleshripped gnolls and any attempt to damage the door causes it to
5th scream; each non-undead creature within
1 gnoll abomination*
20 feet of it must make a DC 13
8th 3 gnoll abominations* Constitution saving throw. On a failed save,
1 fleshripped mage and a creature takes 7 (2d6) thunder damage
11th 2 gnoll abominations* and is deafened for 1 minute. On a
successful save, the creature takes half as
G3 – Burrow Intersection much damage and isn’t deafened. The door
screaming alerts the creatures in area G6 to
Sharp stalactites hang from the ceiling, the the characters’ presence (see area G6 for
result of the worm’s flesh ossifying in the more information).
desert heat. You hear muffled screaming to The door can be deactivated by speaking
the west. the phrase: “Hak’shud Devours All.” If Mort
is accompanying the characters (see
Encounter: Ropers. One or more Adventure Hooks), he can tell the characters
ropers have disguised themselves as the password. Otherwise, Mort is busy sorting
stalactites on the ceiling. A character with through corpses in area G5.
proficiency in Medicine or Nature knows
that the worm’s flesh couldn’t have ossified G4 – The Stomach
so quickly. The nature of the encounter
depends on the level of the adventure, as You come to the shore of a pool of
shown in the Area G3 Encounter table. bubbling liquid. Partially digested bodies
bob on its surface.
Gnoll Burrows 5
Obstacle: Acid Pool. The entire room is Hazard: Corpse Piles – Cackle Fever.
submerged in a pool of stomach acid. It is The corpses are all infected with cackle
10 feet deep at the center. Any creature that fever. Refer to area G2 for more
begins its turn in the pool takes acid information.
damage. Additionally, any nonmagical item Encounter: Hak’shud’s Lieutenant. If
that begins a turn inside the pool corrodes. the characters enter the room quietly, they
After corroding, weapons take a permanent see a flying skull (fleshripped flying
and cumulative −1 penalty to damage rolls; sword, except its longsword attack is
armor takes a permanent and cumulative −1 instead a slam attack that deals
penalty to AC. If its penalty drops to −5, bludgeoning damage and it can speak and
the weapon or armor is destroyed. Smaller understand Common). It is mulling over a
items (such as nonmagical clothing and large manual of flesh golems, muttering to
rings) are instantly destroyed. The nature itself and barking the occasional command
of the obstacle depends on the level of the to one or more gnoll servants nearby.
adventure, as shown in the Acid Pool table. If Mort is already accompanying the
characters (see Adventure Hooks), the flying
Acid Pool
skull is one of Hak’shud’s loyal lieutenants.
Adventure Acid Damage Otherwise, the flying skull is Mort himself—
Level and he is ready to turn traitor on his dark
master! Once the gnoll servants are defeated,
3rd 5 (1d10) Mort begs for mercy (if he wasn’t already
5th 11 (2d10) accompanying the characters), using his
knowledge of Hak’shud and the password to
8th 16 (3d10) the flesh door (see area G3) as leverage.
11th 22 (4d10) The nature of the encounter depends on
the level of the adventure, as shown in the
Treasure: Ring of Water Walking. An Area G5 Encounter table. Creatures marked
oxidized copper ring of water walking floats with an asterisk are new creatures featured in
in the center of the acid pool. A creature the appendix.
can attempt to fish it out from the shore by
attempting a DC 16 Dexterity check using Area G5 Encounter
a line and hook. A failed check destroys the Adventure Encounter
line and hook. Level
1 flying skull and 2 fleshripped
G5 – Corpse Sorting 3rd gnolls
This area strikes as a halfway point between 1 flying skull and 1 gnoll
5th abomination*
a morgue and a bureaucrat’s office. It seems
the bodies are being categorized and sorted 1 flying skull and 2 gnoll
8th
into neat stacks. abominations*
1 flying skull and 3 gnoll
11th abominations*
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.