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The Sixfold Ossuary - AI-generated fantasy Hazard

The Sixfold Ossuary

The Sixfold Ossuary is a necromantic guardian that protects a sealed passage beneath a flooded cavern. It does not attack immediately. Instead, it studies intruders through the skulls on its pillars, raising drowned dead from the pool and forcing the party to choose between fighting the minions and dismantling the guardian. Each round, the blue flame shifts between pylons, causing one pillar to empower the guardian while another prepares to erupt.

Hazard EntryGuardianLevel10Complex

The Sixfold Ossuary

10LevelUniqueRarityCavernEnvironment
GuardianComplex HazardMagicalNecromanticCavernUndead
Level10
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HP120 hit points for the central corpse-flame; each soul pylon has 25 hit points
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AC17
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TypeGuardian
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ComplexityComplex
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RarityUnique

Defenses

AC17
HardNot used in D&D 5E. The stone pylons are AC 17 and each has 25 hit points.
HP120 hit points for the central corpse-flame; each soul pylon has 25 hit points
BT 15
Fort+Constitution saving throw DC 16 for Soul-Burning Aura; Constitution saving throw DC 17 for certain necrotic effects
Ref+DC 17 Dexterity saving throw against Pylon Discharge
Will+DC 16 Wisdom saving throw against fear or memory effects
Immune
Poison damage, Psychic damage, Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious
Resist
Cold damage, Lightning damage, Nonmagical bludgeoning, piercing, and slashing damage to the stone pylons
Weak
Radiant damage, Consecrated ground, The Ossuary Regent's funerary token, Removing or breaking the silver wire connecting a soul pylon to the corpse-flame
GuardianComplex HazardMagicalNecromanticCavernUndead

Detection

PerDC 16 Wisdom (Perception) notices the silver wires, submerged hands, and blue flame pulsing in sequence. DC 19 notices that the next active pylon always has a fresh bead of black water on its skull.
StlDC 15 Dexterity (Stealth) to approach the shrine without disturbing the water or crossing the pillar ring. If the party succeeds, the guardian does not activate until a creature touches a pylon, the sealed passage, or the corpse-flame.
InitThe guardian rolls initiative with a +2 bonus. On initiative count 20, losing ties, it uses its routine. It becomes active when a creature enters the ring of pillars, touches the sealed passage, or deals damage to a pylon.

A ring of six black stone pillars surrounds a waist deep pool of perfectly still water. Each pillar bears a carved skull with silver wire threaded through its teeth. Pale hands occasionally press against the underside of the pool's surface, as though drowned corpses are trying to climb out. A crown of blue corpse-flame burns above the center of the ring without consuming any fuel.

Standard Engagement

Trigger

The guardian activates when a living creature enters the ring of six pillars, touches the sealed passage, attempts to take the central corpse-flame, or damages a soul pylon. It remains active until disabled or until no living creature remains in the shrine.

Routine

On initiative count 20, the guardian performs one routine, choosing an option based on its remaining active pylons. With six to four active pylons, it uses Soul-Burning Aura and Pylon Discharge, then raises 1d4 drowned skeletons. With three to one active pylons, it uses Soul-Burning Aura and Pylon Discharge, but raises only 1d2 drowned skeletons. If no pylon is active, it cannot perform its routine. The guardian always targets a different active pylon for the discharge each round when possible.

Reset

If not permanently disabled, the guardian resets after 10 minutes without a living creature in the shrine. Destroyed drowned skeletons reform from the pool when it resets. Disabled pylons remain disabled until the guardian is repaired or the shrine is restored by necromantic ritual.

Soul-Burning Aura

Each hostile creature that starts its turn within 20 feet of the central flame must make a DC 16 Constitution saving throw. On a failure, it takes 14 (4d6) necrotic damage and cannot regain hit points until the start of its next turn. On a success, it takes half damage and suffers no healing restriction.

Pylon Discharge

The active pylon releases a lance of blue flame at one creature the guardian can sense within 60 feet. The target must make a DC 17 Dexterity saving throw, taking 22 (4d10) necrotic damage on a failure, or half as much on a success. If the target fails by 5 or more, its speed is halved until the end of its next turn.

Drowned Witnesses

The pool produces 1d4 drowned skeletons at unoccupied spaces near the pool's edge. These undead act immediately after the guardian in the initiative order. The guardian can have no more than eight drowned skeletons under its control at once.

Soul Pylons

The guardian has six soul pylons. Each pylon is an object with AC 17, 25 hit points, immunity to poison and psychic damage, and resistance to nonmagical bludgeoning, piercing, and slashing damage. A disabled pylon cannot be targeted by the guardian's routine.

Pylon Backlash

Whenever a pylon is destroyed rather than disabled, the guardian releases a backlash. Every creature within 10 feet of that pylon must succeed on a DC 16 Dexterity saving throw or take 10 (3d6) necrotic damage and be pushed 5 feet away.

Buried Awareness

The guardian can sense living creatures and undead within the cavern, even through darkness, water, or thin stone. It cannot sense creatures protected by a spell such as nondetection unless those creatures deal damage or activate a magical effect inside the shrine.

Opposed Energies

Radiant damage dealt to the central corpse-flame counts as double for the purpose of reducing its hit points. Necrotic damage dealt to the flame restores an equal number of hit points instead.

Desperate Ignition

When the corpse-flame is reduced to 60 hit points or fewer, all remaining pylons flare. Until the guardian is disabled, the Soul-Burning Aura deals 21 (6d6) necrotic damage instead of 14 (4d6).

Description

The Sixfold Ossuary is a necromantic guardian that protects a sealed passage beneath a flooded cavern. It does not attack immediately. Instead, it studies intruders through the skulls on its pillars, raising drowned dead from the pool and forcing the party to choose between fighting the minions and dismantling the guardian. Each round, the blue flame shifts between pylons, causing one pillar to empower the guardian while another prepares to erupt.

Discovery

A character who examines the shrine and succeeds on a DC 16 Wisdom (Perception), Intelligence (Investigation), Arcana, or Religion check notices that the silver wires run from each skull toward the central flame. The same check reveals faint footprints appearing on the pool's surface before each undead rises.

Archival Lore

The shrine was built over a battlefield where an entire expedition drowned in an underground flood. The Ossuary Regent bound the expedition's final memories into six soul pylons. The guardian recognizes anyone carrying a funerary token from the Regent's court and allows that creature to pass unless it is attacked.

Environment
Cavern
Theme
Necromantic
Creator
The Ossuary Regent, a necromancer who ruled the cavern shrine through a court of preserved dead.
Purpose
To guard the Ossuary Regent's sealed laboratory and prevent living creatures from disturbing the bound dead beneath the cavern.
Game System
D&D 5E
Art Style
Dark fantasy concept art, subterranean necromantic shrine, wet black stone, blue corpse-flame, skeletal hands beneath still water, ominous cinematic lighting, highly detailed tabletop RPG illustration
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