The Tomb of Eligos

by LilyBelial

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The Tomb of Eligos

T he Tomb of Eligos is written for a four player group with an average level of 5. Please note this structure can easily be adjusted. This campaign takes place in the outer limits of a bustling citadel called Tristol, but the adventure could also be adjusted to take place anywhere. There are no limits as to party composition. Any party should be able to complete this adventure, even those utilizing unapproved or homebrew content.

Background

Long before Tristol became a thriving citadel, a small group of knights gathered to protect the then newly founded city. As the city grew, so did the number of knights sworn to protect it. In time, these knights were known as The Order of the Serpent. While many swore their loyalties to Tristol and its Order of the Serpent, some knights swore loyalty to a knight of renown named Eligos. Highly respected for the honor he won in battle, Eligos managed to keep his darker interests hidden.

Skilled in deception and trickery, Eligos quickly became the leader of The Order of the Serpent. At his peak, Eligos commanded sixty legions. These knights hunted down the ancient secrets, until, at last, Eligos discerned knowledge of the future. Townsfolk flocked to him, eager to know their fate. Governors sought out, in secret, The Order of the Serpent, that they might broker a peace between their territories and that of the mighty Tristol. The influence of Eligos could not continue forever though, and just like that, he disappeared, no one knowing where he had gone.

In time Eligos became nothing more than a legend. Knights tell stories of the Invisible Warrior, a knight so proven in battle that he became a god. Bards sing songs of the Serpent King, a humble knight who founded the great city of Tristol. The elders of the town though whisper of one called the Warrior Demon. Only in hushed whispers do the people of Tristol mention the place known as The Tomb of Eligos. Those brave enough to enter the tomb have never returned, yet another sacrifice to the knight of renown.

Adventure Hooks

The Tomb of Eligos may be set in any town or the outskirts of town. Choose one of the following reasons the party might explore the tomb, or come up with one as the situation calls.

Promise of Treasure. The party has heard rumors of a famous knight and his hoard of treasure. Those familiar with the city of Tristol may even know the location of his tomb, though few dare to explore the place themselves. Everyone seems to agree that there is a large treasure to be had, perhaps even some secrets forgotten to time.

Challenge of Eligos. Upon entering the town of Tristol the party comes across a flyer in the town square. Eligos has left a challenge to any bold adventurer. If the party can survive his tomb, they will be rewarded with wealh and knowledge. Losing the challenge posed by Eligos, though, results in the death of any who dared enter.

Lost and Found. While traveling along the road, the party discover a dead body. Clutched in the corpse's hand is a map to the lost tomb. Nothing else is able to discerned of from the map itself, but the corpse is covered in strange markings belonging to The Order of the Serpent, pointing to something far more sinister.

The Local Lengends

Anyone familiar with Tristol knows the legends surrounding Eligos. Characters may or may not be able to discern the individual legends all pertain to the same knight, as many legends refer to Eligos by a particular title. These titles of Eligos denote group perspective.

  • Invisible Warrior: Knights remember that Eligos started as a warrior like themselves. While they say he became a god, the legend speaks to his sudden disappearance.

  • Serpent King: Most people know of Eligos as the humble knight who became king. Those fond of this legend eagerly await his return and have no notion of the evil interests of Eligos.

  • Warrior Demon: Elders of the town recall Eligos as a tyrant. Those old enough to remember recall how Eligos used deception and trickery to become King. They fear Eligos and the possibility he may return.

  • The Merciless: Those who study history may recall mention of Eligos The Merciless. To them Eligos is a bloodthirst and power hungry tyrant. Some versed in religion may know how Eligos sought godhood through evil means and the darker arts.

The Tomb of Eligos

1. The Tomb Entrance

Hidden by crushed rock and coarse dirt rests a smooth rectangular stone, the first step of an ancient staircase. Step by step the path disappears below into a pool of darkness.

Trap: Locking Door. The staircase down is safe until a character reaches the midpoint. Stepping on the midpoint landing triggers the trap. A heavy stone locks into place at the top of the staircase, sealing everyone inside. A successful DC 15 Strength check will pry it open.

2. The Preparation Room

As the stairs disappear into dense stone, there's space enough to form a cramped chamber. In the darkness, the riddle on the wall is difficult to make out, and only those with a keen eye may spot it.

Encounter: Eligos' Riddle. On the wall of the preparation room, above the doorway into the next room is the following riddle: "OTTFFS Speak What Comes Next and Enter." The doorway is protected by a Wall of Force until the riddle is solved with the answer: Seven.

3. The Offering Room

A wave of heat floods the hallway as the Wall of Force dissipates. Off in the distance a brazier burns, filling the room with light. Bones remain scattered around the floor and a treasure chest sits in the nearby corner.

Encounter: Deadly Treasure. In a nearby corner rests a treasure chest with a skeleton close by. This treasure chest is actually a Mimic. The Mimic waits for someone to touch it, before attempting to grapple them and attack. Use the regular stat block Mimic.

Treasure: Abandoned Chest. Covered in cobwebs in another corner of the room sits a treasure chest. If characters search the room and discover the chest, they find it contains 1,900 gold pieces. When splitting this between four people, it works out to 475 gold pieces.

4. The Pit Trap

Walking down the hall, the stone ground seems to groan from the weight. Suddenly, the solid ground disappears, a deep pit forming underneath.

Trap: Hidden Pit. The hallway just before turning the corner is rigged with a trap. Anyone with a DC 15 Wisdom (Perception) check notices the presence of a hidden pit. Those who make a DC 15 Intelligence (Investigation) check confirm the hidden trap. The pit is 20 feet deep and requires a DC 10 Dexterity (Acrobatics) check to avoid. When triggered, a DC 15 Dexterity saving throw is required to catch the edge. On a failed save, the character falls 20 feet and takes 2d6 bludgeoning damage.

5. The Scythe Trap

Underneath the weight of a foot, a distinct metal snap rings down the long corridor. A rushing of air can barely be discerned before a large scythe comes swinging across the narrow passageway.

Trap: Mechanical Scythe. Just a bit before the next room, a pressure plate waits to trigger a scythe trap. Characters can spot the trap with a DC 15 Wisdom or Intelligence check. When triggered, the trap requires a DC 14 Dexterity saving throw. On a failed save, a character takes 1d8 + 2 slashing damage.

6. The Shrine Room

A decorated path or ornate tile leads the way to a statue in honor of Eligos. The sacred shrine is guarded by suits of armor that appear to give off a reddish glow. On the wall, a warning remains carved in stone.

Encounter: None Shall Pass. Three of the suits of armor, out of six, are actually Animated Armor. The Animated Armor are also enchanted with the ability to recite, "Hail Eligos, Revealer of Secrets!" Animated Armor will attack if characters become hostile, leave the tiled pathway, or mock Eligos.

Obstacle: Hidden Door. Behind the statue is a false wall that functions as a hidden door. Characters that repeat after the Animated Armor will notice the door as it opens for them. The door takes a DC 14 Wisdom or Intelligence to spot. Unlocking the door requires a DC 12 Strength check to force, or, a DC 8 Dexterity check with thieves' tools. Attempting to force the door open triggers the Animated Armor into attacking.

7. The Forgotten Crypt

A crypt for The Order of the Serpent remains hidden in the darkness of the vast chamber. Long ago, a brazier burned in honor of the dead. Now forgotten, only the ash of fires long gone out and the dead remain.

Encounter: Forgotten Dead. If the characters forced the hidden door, eight Skeletons arise from their tomb. The Skeletons will pursue the characters at all costs. If the characters recited praises to Eligos the Skeletons do not animate and only attack if the characters become hostile.

Treasure: Coiled Serpents. A search of the crypt tombs will yield the characters a Ring of Mind Shielding. These rings are found on the skeletons that did not animate, if the skeletons did animate. All of these rings contain the soul of the previous owner, a member of The Order of the Serpent, who is still loyal to Eligos.

8. The Statue of Eligos

The faint sound of running water can be heard as the sight of a statue greets all who enter here. For a brief moment no light source can be found, until the rocks are at last glanced, giving off a faint reddish glow.

Encounter: Living Statue. In the center of the room stands a statue of Eligos himself. This statue may become a Sacred Statue. If characters have taken the Rings of Mind Shielding, the statue becomes inhabited by Eidolon and appears to comes to life.

Trap: Hot Water. Underneath the pool of water are tiny glass orbs filled with steam. Characters that enter the water to investigate will trigger these orbs to shatter. Upon shattering, the entire pool of water begins to boil. Any character caught in the water must succeed on a DC 14 Dexterity saving throw or take 2d10 fire damage. A DC 10 Intelligence or Wisdom check will reveal the trap.

Obstacle: Hidden Door. A false wall hides a secret passage to ritual library and adjacent ritual space. Characters that remember to praise Eligos will find the door. If necessary, the door can be spotted with a DC 14 Wisdom or Intelligence check. Forcing the door requires a DC 15 Strength check. The use of thieves' tools will open the door with a DC 10 Dexterity check.

9. The Ritual Library

A dusty room reveals books that have seen far better days, as they crumble at the smallest touch.. The fragments of magical workings hang in the air, creating an unsettling atmosphere for all who linger.

Treasure: Durable Book. A search of the abandoned bookshelves will reveal four Enduring Spellbooks. The books may be blank or contain information collected by Eligos and The Order of the Serpents. Working knowledge of the Ring of Mind Shielding would fit well in the book.

Trap: Gray Spell. One of the desks in the room contains a potion bottle with transparent grayish liquid. If opened, the liquid turns out to be a Gray Ooze that attacks whoever opened the bottle. Detecting the Gray Ooze requires a DC 7 Wisdom or Intelligence check. When opened, a Dexterity save of DC 5 will allow a character to quickly shut the potion bottle without triggering the trap.

10. The Lethal Ladder

Cold and unrelenting, a shallow pit remains hidden beneath a thin layer of mock stone to all who dare enter. Anchored to one edge appears to be an old but sturdy rope ladder.

Trap: Hidden Pit. Halfway to the ritual room is a hidden pit 10 feet deep. A DC 16 Wisdom or Intelligence will notice the trap. If noticed, a DC 10 Dexterity is needed to avoid triggering the trap. When the trap is triggered, the pit requires a DC 12 Dexterity saving throw. On a fail, the character takes 1d6 bludgeoning damage.

Trap: Ladder Mimic. The pit, if triggered, contains a ladder. Characters who attempt to use the ladder to climb out of the pit discover the ladder is a Mimic. Anyone attempting to grab the ladder in an effort to aid trapped party members will also reveal the ladder to be a Mimic.

11. The Ritual Room

The thick smell of iron fills the room, as candles flicker in the air. On the large altar sits a cauldron filled with coagulated blood. Two demon head statues guard the libations warning all who contemplate approaching.

Trap: Fire-Breathing Statues. Two demon heads have been enchanted with evocation magic to produce fire. A character who steps on the pressure plate triggers a 30 foot burst of flame. Avoiding the trap requires a DC 13 Dexterity saving throw. On a failed save, the character takes 2d10 damage. A successful save will take half damage. Detecting the trap requires a DC 16 Wisdom or Intelligence check.

Trap: Coagulated Blood. A cauldron sits on the altar for blood libations that were once offered to Eligos for victory in battle. Characters who investigate too closely will discover that the coagulated blood has actually been a Gelatinous Cube all this time.

Treasure: Blood Gold. Surrounding the altar are gold pieces covered in drops of blood. The libation blood does not rub off of the gold pieces. Any character who keeps this cursed gold will soon find themselves easily traced by what remains of The Order of the Serpent and the followers of Eligos. Altogether, there are 1,500 gold pieces surrounding the altar.

12. The Resting Place

Flanked by cobwebs and treasure chests sits what remains of a follower of Eligos. The skeleton on the raised seat appears to watch all who enter with a morbid curiosity.

Encounter: Knight Wraith. Sitting on a makeshift throne the skeleton is actually a Wraith. This Wraith was, in life, second only to Eligos in The Order of the Serpent. Eligos sacrificed his second in command to ensure the temple remained open to the cult he founded in life.

Trap: Enchanted Circle. The middle of the room contains a ritual circle that has been enchanted with Circle of Death. Anyone who enters the circle and lingers triggers the trap. A successful DC 10 Constitution saving throw will take half damage, but a failed save will take 8d6 necrotic damage.

Treasure: A Knight's Reward. On either side of the Wraith's throne are two treasure chests. One chest contains 2,100 gold pieces. The other chest contains 7,000 silver pieces. Searching the throne of a defeated Wraith reveals a hidden compartment within the stone throne. The hidden compartment contains: Staff of Python, Robe of Serpents, Sword of Vengeance, and a Spell Scroll containing Circle of Death.

Conclusion

If characters defeat the Wraith they discover the treasure left behind by The Order of the Serpent. Upon leaving the tomb the party may be approached by The Order of the Serpent, who are willing to give the characters the title of Warrior of Serpents or Victor of the Tomb.

For any character that took the cursed gold from the tomb, they will continue to be tracked by The Order of the Serpent. The cult will collect any dead body from the character who has cursed gold, using it to fuel their dark rituals and offerings of blood to Eligos.

Upon returning to Tristol the townsfolk become weary of the characters. No merchant will trade with a player who openly carries treasure from the tomb. Locals will not accept the cursed gold as payment, but will accept the regular gold and silver pieces unmarked by blood.

A continuing adventure may be possible for characters seeking to learn more about The Order of the Serpent or the whereabouts of Eligos. This adventure may take place in the town setting of Tristol or the original setting in which Tomb of Eligos took place for the party. Characters should keep their treasure moving forward, and are intended to reach 6th level upon completing the tomb.


Animated Armor

Medium construct, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 25 feet

STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 13 (+1) 1 (-5) 3 (-4) 1 (-5)

  • Damage Immunities Poison, Psychic
  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 6
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.

False Appearance. While the armor remains motionless, it is indistinguishable from a normal suit of armor.

Enchanted Script. The armor has an enchanted script that allows the armor to say, "Hail Eligos, Revealer of Secrets!"

Actions

Multiattack. The armor makes two melee attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.


Gray Ooze

Medium ooze, unaligned


  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

  • Skills Stealth +2
  • Damage Resistances Acid, Cold, Fire
  • Conditioned Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone.
  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8
  • Languages --
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.

Corrode Metal. Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.

The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.

False Appearance. While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.

Actions

Pseudopod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.


Gelatinous Cube

Large ooze, unaligned


  • Armor Class 6
  • Hit Points 84 (8d10 + 40)
  • Speed 15 feet

STR DEX CON INT WIS CHA
14 (+2) 3 (-4) 20 (+5) 1 (-5) 6 (-2) 1 (-5)

  • Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone

  • Senses Blindsight 60 ft. (blind beyond this radius), Passive Perception 8

  • Languages --

  • Challenge 2 (450 XP)


Ooze Cube. The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.

Creatures inside the cube can be seen but have total cover.

A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.

The cube can hold only one Large creature or up to four medium or smaller creatures inside it at a time.

Transparent. Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.


Actions


Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: (3d6) acid damage.

Engulf. The cube moves up to its speed. While doing so, it can enter large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.

On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.

On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.

An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.


Mimic

Medium monstrosity (shapechanger), neutral


  • Armor Class 12 (natural armor)
  • Hit Points 58 (9d8 + 18)
  • Speed 15 feet

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 5 (-3) 13 (+1) 8 (-1)

  • Skills Stealth +5
  • Damage Immunities Acid
  • Conditioned Immunities Prone
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages --
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Shapechanger. The mimic can use its action to polymorph into an object or back into its true, amorphous form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Adhesive (Object Form Only). The mimic adheres to anything that touches it. A huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.

False Appearance (Object Form Only). While the mimic remains motionless, it is indistinguishable from an ordinary object.

Grappler. The mimic has advantage on attack rolls against any creature grappled by it.

Actions

Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.


Skeleton

Medium undead, lawful evil


  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 feet

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities Bludgeoning
  • Damage Immunities Poison
  • Conditioned Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 9
  • Languages Understands all languages it knew in life but can't speak
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Actions

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.


Wraith

Medium undead, neutral evil


  • Armor Class 13
  • Hit Points 67 (9d8 + 27)
  • Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 16 (+3) 12 (+1) 14 (+2) 15 (+2)

  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 12
  • Languages Speaks the languages it knew in life
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Create Specter. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.


Eidolon

Medium undead, any alignment


  • Armor Class 9
  • Hit Points 63 (18d8 - 18)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
7 (-2) 8 (-1) 9 (-1) 14 (+2) 19 (+4) 16 (+3)

  • Saving Throws Wis +8
  • Skills Perception +8
  • Damage Resistances Acid, Fire, Lightning, Thunder, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Cold, Necrotic, Poison
  • Conditioned Immunities Charmed, Exhaustion, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained
  • Senses Darkvision 60 ft., Passive Perception 18
  • Languages Speaks the languages it knew in life
  • Challenge 12 (8,400 XP)

Incorporeal Movement. The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.

Sacred Animation (Recharge 5-6). When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own.

Turn Resistance. The eidolon has advantage on saving throws against any effect that turns undead.

Actions

Divine Dread. Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.


Sacred Statue

Large construct, as the eidolon's alignment


  • Armor Class 19 (natural armor)
  • Hit Points 95 (10d10 + 40)
  • Speed 25 feet

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 19 (+4) 14 (+2) 19 (+4) 16 (+3)

  • Saving Throws Wis +8
  • Damage Resistances Acid, Fire, Lightning, Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Cold, Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Speaks the languages the eidolon knew in life

False Appearance. While the statue remains motionless, it is indistinguishable from a normal statue.

Ghostly Inhabitant. The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.

Inert. When not inhabited by an eidolon, the statue is an object.

Actions

Multiattack. The statue makes two slam attacks.

Slam. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 43 (6d12 + 4) bludgeoning damage.

Rock. Ranged Weapon Attack: +8 to hit, range 60 ft./240 ft., one target. Hit: 37 (6d10 + 4) bludgeoning damage.


Cursed Blood Gold

Wondrous item, uncommon


Gold pieces that have been exposed to the libation offerings of The Order of the Serpent are marked with irremovable blood stains. The cursed blood gold allows members of the Order of the Serpent to track down anyone carrying even a single piece. Remove Curse will not work on this item.


Enduring Spellbook

Wondrous item, common


This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.


Ring of Mind Shielding

Ring, uncommon (requires attunement)


While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.


Robe of Serpents

Wondrous item, uncommon (requires attunement)


A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored.

As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.


Staff of the Python

Staff, uncommon (requires attunement by a Cleric, Druid, or Warlock)


You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.





Sword of Vengeance

Weapon (any sword), uncommon (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.

In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways.

Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.


Circle of Death

6th-level necromancy


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (the powder of a crushed black pearl worth at least 500 gp)
  • Duration: Instantaneous

A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.


Wall of Force

5th-level evocation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a pinch of powder made by crushing a clear gemstone)
  • Duration: Concentration, up to 10 minutes

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).

Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Designed

for

Fifth Edition

This adventure has been perfectly designed for beginner and experienced players alike. With easy to use fifth edition content, The Tomb of Eligos integrates painlessly into any campaign. Ideal as a oneshot, The Tomb of Eligos also allows for long term adventures.

The Tomb of Eligos appeals to players who enjoy combat heavy adventures. While created with dungeon crawling in mind, The Tomb of Eligos runs shorter than most dungeons making it ideal for those who want a dungeon crawl without complex setup.

Remember, all content within The Tomb of Eligos can be customized for any group specifics. The main objective is to have fun!

So go on, enjoy The Tomb of Eligos!

 

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