The Ossuary Distiller - AI-generated fantasy Hazard

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.

Hazard EntryAlchemicalLevel5Complex

The Ossuary Distiller

5LevelRareRarityVaultEnvironment
NecroticAlchemicalMechanicalPoison
Level5
|
HP60
|
AC15
|
TypeAlchemical
|
ComplexityComplex
|
RarityRare

Defenses

AC15
Hard10
HP60
BT 30
Fort++5 (Constitution Save)
Ref++0 (Dexterity Save)
Will+N/A
Immune
Poison, Psychic, Necrotic, Charmed, Frightened
Resist
Acid, Fire, Piercing from non-magical attacks
Weak
Cold, Force
NecroticAlchemicalMechanicalPoison

Detection

PerDC 15 Intelligence (Investigation) to find the master shut-off valve
StlDC 16 (Passive Perception 16 to notice the pressure plates hidden beneath the stone dust)
Init20

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

Trigger

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.

Routine

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.

Reset

The hazard resets automatically after 1 hour as the vats refill with ambient necrotic energy from the vault's depths.

Necrotic Miasma

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.

Bone Shard Volley

Ranged Weapon Attack: +7 to hit, range 30 feet, up to two targets. Hit: 11 (2d10) piercing damage plus 3 (1d6) poison damage.

Alchemical Instability

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.

Vapor Lock

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.

Description

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.

Discovery

A DC 15 Intelligence (Arcana) or Wisdom (Perception) check identifies the volatile nature of the fluid and the mechanical triggers in the floor tiles.

Archival Lore

Constructed by the alchemist Malakor the Pale to ensure his archives would remain pristine by dissolving any biological intruders into fuel for his experiments.

Environment
Vault
Theme
Necromantic
Creator
Malakor the Pale
Purpose
A lethal security measure designed to protect a high-security necromantic vault.
Game System
D&D 5E
Art Style
Dark Gothic, heavy on alchemical motifs, bubbling neon green fluids, weathered copper and tarnished brass.
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