The Ossuary Distiller
An array of copper piping and reinforced glass canisters filled with a roiling, lime-green fluid. The machine processes calcified bone into a volatile necrotic gas that guards the vault entrance.
The Ossuary Distiller
Defenses
Detection
“Six glass vats stand in a circle, connected by brass valves. Inside the vats, skeletal remains dissolve and reform in a thick, glowing ichor while steam hisses from the joints.”
Standard Engagement
The Distiller activates when a creature of Large size or smaller stands on the pressure plates in front of the vault door or deals damage to any of the vats.
On initiative count 20, the Distiller vents a 20-foot-radius cloud of Miasma. On initiative count 10, the glass tubes shudder and fire a volley of bone shards at up to two targets within 30 feet.
The hazard resets automatically after 1 hour as the vats refill with ambient necrotic energy from the vault's depths.
A 20-foot-radius sphere of green gas centers on the Distiller. Creatures in the area must make a DC 15 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much on a success. The area is heavily obscured until the start of the next initiative 20.
Ranged Weapon Attack: +7 to hit, range 30 feet, up to two targets. Hit: 11 (2d10) piercing damage plus 3 (1d6) poison damage.
If the hazard is reduced to 0 hit points, it explodes. Each creature within 20 feet must make a DC 15 Dexterity saving throw, taking 21 (6d6) necrotic damage on a failure, or half as much on a success.
Dealing at least 10 cold damage to the pipes in a single turn prevents the Distiller from using its Necrotic Miasma action until the end of its next turn.
Turn The Ossuary Distiller into a sheet
A high-res, share-ready sheet you can post or print.