Tomb of the Undead

by LilyBelial

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Tomb of the Undead

Tomb of the Undead

The Tomb of the Undead is written for an adventuring party of four at an average starting level of five. In this adventure the party is given the opportunity to rescue a captive from the clutches of an undead warlock intent on destroying the once peaceful village. The party will have to survive the tomb, now a stronghold for the undead warlock and his hoard. Time is of the essence, as this undead warlock is known for torturing his defenseless victims until they too surrender to death, and ultimately, join the growing numbers of undead in service to their master.

Background

During its founding, the local village of Planesville worshiped Poseidon and Demeter in peace. For their loyalty the god and goddess blessed them with bountiful crops and calm seas. But in time, the nobility of Planesville stopped their sacrifices, ultimately forgetting the old ways. The God of the Underworld seized the opportunity, sending his fiendish priests to raid the crypts, and build his army of undead. Unfortunately, Hades also delights in the destruction and pollution of beauty. Following the lead of his master, the undead priest has been capturing noble women, adding them to his hoard of undead as retribution and payment for the wrongs done in the past.

Adventure Hooks

These adventure hooks assume the party already exists as a cohesive group. Always feel free to create your own adventure hook if none of the following work as well.

Approached In A Tavern: While seeking out the hospitality of the local tavern, the party is approached by Jorah Rysek, the local smithy. Now greatly intoxicated, he informs the party of his sister's recent abduction by the undead. If the party chooses to rescue her, Jorah gives them the family pendant to safely enter the tomb.

Looking For Work: Upon entering the local village, the party is informed of possible work for a group of adventurers. The local ruler, Ramos Sentyron, will hire the party for 110 platinum pieces, if they promise to rescue Lillian Rysek from the tomb of undead. Ramos is deeply in love with Lillian and will pay the party 50 platinum pieces if they bring back her body, rescuing her from undeath.

Found Map: Traveling along the road outside of Planesville, the party come across a corpse. The corpse shows signs of a struggle. Clutched in the corpse's hand is a map that shows the location of the tomb. The map has a mark denoting treasure is to be had. In reality, this corpse has been placed here purposefully by the undead to lure more victims to the tomb.

Important NPCs

Each of these NPCs has a role already described in the corresponding adventure hook. Both of the NPCs can be included in the Tomb of the Undead regardless of the adventure hook utilized.

Jorah Rysek: As the local blacksmith, Jorah Rysek appears dirty from his hard laboring. Covered in soot and ash, Jorah smells constantly of smoke. During his off hours Jorah likes to spend his time in the local tavern, drinking travelers and regulars alike under the table. He values respect and tradition, especially given his scandalous past as a traveling rogue.

Roleplaying Jorah: The life of the party, Jorah Rysek can usually be spotted at the center of any crowd. Given his sister's recent abduction, however, Jorah is irritable and quick tempered. Valuing the protection and safety of his family members, he currently suffers from immense shame and guilt. Attempting to drink away his pain and embarrassment, Jorah sits sulking in a corner of the bar.

Important Information: Jorah Rysek possesses a family pendant that, when worn, will allow the party to enter the tomb unharmed. Jorah's family continues to worship the old gods in secret, and thus, they have kept the pendant.

Ramos Sentyron: The local ruler of Planesville, Ramos appears in formal dress and mannerism. A former knight, he likes to spend his time listening to the adventures of travelers who enter the local tavern from larger towns and cities. Ramos still values the small community he oversees and will sacrifice his personal happiness if doing so serves the greater good.

Roleplaying Ramos: Outgoing and friendly, Ramos enjoys the happiness of those around him. He has a soft spot for attractive women, but has recently fallen in love with Jorah's sister, Lillian. Captivated by his romantic interest in her, Ramos is highly motivated to rescue her before it is too late. Knowing he must oversee the village though, Ramos plans to hire a group of brave adventurers to do so. He will supply the funds himself.

Important Information: Ramos Sentyron knows where the tomb is and will supply a map to its location. He will pay the party 110 platinum pieces for the rescue. If the worst should happen, he will pay the party 50 platinum pieces for the recovery of Lillian Rysek's body.

The Villain

Once human, the dreadful Markos signed a pact in blood with the god Hades for power and influence. As his power grew, so did his hubris. Thinking himself beyond the reach of even Hades himself, Markos failed to uphold his end of the pact. Still, Hades provided Markos with all he desired, knowing it would only continue to corrupt his soul from within. Boldly, Markos began to brag about his exploits, how he had cheated the God of Death himself.

But in time, Markos went down into grave, the soil eager to receive his remains. His body sunk down, until it reached the depths of the Underworld. There, Hades got his revenge. The corpse of Markos was animated once more, a rotting prison for the soul of its former master. Stripped of all empathy and compassion, Markos now thinks of nothing but the suffering he might cause to the delight of his master.

Schemes & Methods

Markos has been sent to the Material Plane by Hades with the sole task of amassing an undead army. Hades hopes to cause fear and panic in Planesville and the surrounding region. If successful, Hades stands to emerge as the main deity, slowly starving the other deities of their followers and the offerings they make. If he can displace the other gods and goddesses living on Mount Olympus, Hades will unleash his abominations upon the Material Plane, mixing the fabric of life with that of death, forever. Before he can succeed, however, he needs to build his army of undead.

In pursuit of corpses, severed limbs, and even rotting patches of flesh, Markos will stop at nothing to further his patron's plans. Markos is known for his cruel and unspeakable torture methods, taking delight in the suffering of others, knowing it will only produce a better soldier at the end of the grueling process.

Due to his former memories being left intact, Markos particularly enjoys the corruption of finery he once enjoyed. He murders the more successful nobles, but only after feasting on the flesh of their attractive wives and daughters. Markos surrounds himself with fancy rich food dishes and fine wines, letting them rot in front of his starving captives. Signs of undeath follow Markos and his growing hoard of undead. Animals refuse to go near the location of the tomb. There is an odor of rot and decay that lingers in the air for miles near the hoard. No sound can be heard in the silence of the night, except the occasional scream of a helpless victim.

If captured, Markos prefers to fight until the very end, taking as many targets down with him as he can. There is no mercy, no bargaining with the undead, as Markos is unable to betray his master.

Tomb Location

The tomb is located near an abandoned shrine just outside the village of Planesville. Originally, the tomb was designed for worshipers of Apollo, who wished to seek healing and prophecies from the dead within. Noble families once buried their dead in the tomb, considering it holy ground, but they have long since abandoned the practice, along with upkeep of the shrine.

Followers of Hades eagerly chose the abandoned tomb for their stronghold, as tombs house a large number of corpses ripe for the plundering. The tomb is close enough to Planesville for Markus to systematically pick off the nobles one by one, bringing them to the stronghold where they can be tortured and corrupted before their corpse is reanimated, without interference.

Tomb Details

Despite its old age and abandonment, the tomb remains in decent shape. This lack of wear is largely due to the tomb being made of stone. Centuries ago, the path to the tomb would have been clear of forest overgrowth and well traveled. Now there is only the occassional undead or the stench of putrid flesh left to lead the way. The tomb has the following general features:

Ceilings: Made out of solid gray stone, the ceilings remain sturdy, though they show signs of their age, particularly on any decorative stonework. The ceilings rise 10 ft. above the floor, easily comfortable for medium to small creatures.

Walls: Thick walls formed from stone remain unpolished throughout the tomb. The walls have been chiseled by hand to appear sharp and serrated. Periodically, the walls are stained with dark red blood splatters, made by careless undead as they traversed the tomb.

Doors: The doors in the public areas of the tomb are wooden and unlocked. For the non-public areas of the tomb, the doors consist of stone, blending into the surrounding wall. These secret doors may be pushed open when discovered, as none of them are locked.

Lighting: While not perfectly lit, the party should be able to see within the tomb as if it were daylight, though at the time of sunset, where there might be some limitation as to the range of clear vision possible. The use of torches is not necessary even in the unlit areas of the tomb.

Atmosphere: Even before entering, the tomb reeks of its undead occupants. The air feels thick and heavy, almost as if it is in short supply. No sounds can be heard of life within the tomb, though there might be the occasional scream of Lillian Rysek followed by the voice of Markos.

Game Master References & Information

The Adventuring Day

Given the recommendations prior, an adventuring day of 14,000 AXP has been utilized for this adventure. The total AXP for Tomb of the Undead is 15,400 allowing for completion without rests. Please keep in mind this calcultion does not include the random encounters. These random encounters would add an additional 8,000 AXP to the adventure, making rests necessary.

Adventuring Difficulty

Each of the encounters has been calculated for an adventuring party of four at an average starting level of five. This means the recommended XP Threshold has been used:

Easy: 1,000 AXP

Medium: 2,000 AXP

Hard: 3,000 AXP

Deadly: 4,400 AXP

If adjusting this adventure, please keep the party's overall xp threshold in mind. Remember that adjusting the party's overall xp threshold may also change the adventuring day xp recommendations as well. As this adventure is written, such concerns are taken care of already, and have been factored in naturally.

Random Encounters

Random encounters have been added to the adventure and taken account of in the tomb's initial design. These encounters may be skipped entirely and are denoted apart from combat encounters. The three random encounters are written into Tomb of the Undead:

Zombie Ancestors. This consists of eight skeletal zombies. The random encounter is medium in difficulty and adds 2,000 AXP to the overall adventure.

Corpse Blood. This consists of four corpse blood ghasts. The random encounter is hard in difficulty and adds 3,600 AXP to the overall adventure.

Specters. This consists of six specters. The random encounter is medium in difficulty and adds an additional 2,400 AXP to the overall adventure.

Monster List

The following is a quick reference for the monsters used in this adventure. Included is the monster challenge rating along with their corresponding XP.

Name CR XP
Animated Corpse 1/2 100
Corpse Blood Ghast 2 450
Ghast 2 450
Ghoul 1 200
Skeletal Zombies 1/2 100
Skeleton Guards 3 700
Skeleton Warriors 1 200
Specters 1 200
Undead Warlock 5 1,800
Wight 3 700
Zombie 1/4 50
Zombie Cultist 1 200
Zombie Priest 2 450

Treasure List

For ease of use, the following is a quick reference of the treasure contained within Tomb of the Undead. Feel free to add or subtract treasure as needed.

Item Location
1 Protective Pendant Jorah Rysek
110 Platinum Pieces Ramos Sentyron
1 Moonstone Pendant Antechamber
1 Onyx Pendant Antechamber
4 Bloodstone Ring Minor Crypt
1 Potion of Greater Healing Divination Chamber
4 Quartz Gemstones Embalming Chamber
600 Copper Pieces Chapel
1 Wand of Secrets Chapel
5,000 Silver Pieces Guarding Chamber
1 Bag of Holding Main Tomb
1,900 Gold Pieces Main Tomb
Circle of Death Scroll Main Tomb

The Tomb of the Undead

1. The Antechamber Entrance

Barren walls greet any who stumble through the framed decorative entrance and its solid wooden door with the seal of Apollo carved into the front of it.

Combat Encounter: Skeletons. At the entrance of the tomb are two Skeleton Guards keeping watch. These guards will not harm any group approaching if they're wearing the pendant given by Jorah Rysek. The antechamber also contains four Skeleton Warriors put there by Markos and they will attack any who approach.

Treasure: Dual Pendants. The two skeleton guards each have a gemstone pendant worth 50 gp. One gemstone is moonstone, while the other is onyx.

2. The Minor Crypt

A cold room with little decoration, the main feature of the chamber remains eight sarcophagi carved out of the same gray stone as the walls and floor of the tomb.

Random Encounter: Zombie Ancestors. Approaching the cyrpt the sound of scratching can be heard. Inside the sarcophagi are eight Skeletal Zombies. These creatures may arise from their resting places seeking out new prey, if a random encounter is needed. The Skeletal Zombies may remain trapped inside otherwise.

Treasure: Family Heirloom. In four of the sarcophagi the skeletal zombies have a family ring inlaid with a bloodstone worth 50 gp.

3. The Reflection Chamber

Warmth from the central hearth fire adds an almost inviting nature to the room. Along the far wall, candles burn in memory of the dead beyond the walls of the chamber.

Secret Door. There is a secret door located just before the table. The door grants access to the Major Crypt, and can be detected with a DC 17 Wisdom (Perception) check. Opening the door takes only a little force, requiring a DC 10 Intelligence (Investigation) check to discern.

4. The Divination Chamber

The peaceful sound of running water can be heard coming from a fountain, framed by two cherry trees, the chamber remains inviting despite the air of undeath.

Trap: Hallucinogenic Water. If disturbed the water in the fountain releases a cloud of spores within a 10 ft radius. Any creature within that radius must succeed on a DC 17 Constitution saving throw or take 22 (4d10) poison damage and become poisoned for 1 minute. While poisoned the creature takes 11 (2d10) poison damage at the start of its turn. A saving throw may be made at the end of the creature's turn, ending the effect on a success.

Trick: Illusionary Past. When touched one of the bookshelves appears to summon a ghostly priest that enters the storage room before disappearing. The ghost is an illusion which can be discerned with a DC 11 Intelligence (Investigation) check.

Treasure: Hidden Healing. The other bookcase contains a row of false books that can be discerned with a DC 15 Intelligence (Investigation) check. If opened the false book contains a Potion of Greater Healing.

5. The Ritual Storage Chamber

Abandoned with a few supplies left to run the day to day operations of the tomb, some items still remain, though in dreadful condition. Cobwebs cover most objects.

Secret Door. Located directly across from the storage room's entrance is a secret door. This can be detected with a successful DC 17 Wisdom (Perception) check. Opening the door requires a DC 10 Intelligence (Investigation) check, but will push open with a little force.

Treasure: Storage Supplies. Within the storage chamber are eight stale but edible rations. There are also twelve bottles of wine left intact on the wine rack.

6. The False Crypt

Four small grave markers frame the corners of the empty chamber. Fresh dirt remains packed down against the cold stone floor as if dug just the other day.

Random Encounter: Corpse Blood. If a random encounter is necessary, four Corpse Blood Ghasts arise from the graves. The creatures attempt to stop anyone who enters from leaving the room alive. If a random encounter is not necessary the Corpse Blood Ghasts will not harm the party if they still wear or have the pendant given to them by Jorah Rysek.

Secret Door. The False Crypt contains a secret door directly across the room from its entrance. A DC 17 Wisdom (Perception) check will detect the door, and a DC 10 Intelligence (Investigation) check will discern how to open it, using a little applied force.

7. The Embalming Chamber

Various bloody and rotting limbs line the floor of the chamber. Off to one side full bodies have been stitched together from various body parts.

Combat Encounter: Corpses. Rising from the tables within the chamber are five Animated Corpses. The creatures appear unsteady on their feet, but form a barrier, just in front of the stone platforms. In slurred Common, the Animated Corpses demand a seal. If the party show them the pendant they're allowed to pass to the hidden door unharmed. If not shown the pendant, the Animated Corpses attack the party.

Secret Door. There is a secret door just beyond the stone embalming platforms. This door may be perceived of naturally due to the Animated Corpses guarding it. If necessary the DC 17 Wisdom and DC 10 Intelligence checks will discern the necessary requirements.

Treasure: Protective Eyes. The stone sphinxes have quartz gemstones inlaid in their eyes. Each gemstone is worth 50 gp if recovered.

8. Ritual Robing Chamber

Mostly barren the chamber remains plagued by cobwebs and dusty wood furniture. A small table rests to one side, while two large wardrobes sit against the wall.

Secret Door. There is a secret door located in the room's narrow passageway to the right. The door requires a DC 17 Wisdom check to discern. A DC 13 Intelligence check reveals the door contains a hidden lever that must be pulled for the door to open. The door may be forced to open with a DC 15 Strength check.

9. The Chapel of the Dead

Once dedicated to the god Apollo the chapel now shows signs of aging and death. The decorative tile is stained with blood and pews now sit occupied by undead hoards.

Combat Encounter: Undead Cultists. Sitting in the pews of the chapel are six Zombie Cultists. These undead are listening to a sermon being given by a Zombie Priest, and may not notice the party immediately. The Zombie Priest encourages his followers to devour the party, if they are noticed.

Secret Door. There is a secret door that allows entry into the Major Crypt by way of the chapel. The door can be discerned with a DC 17 Wisdom check, and it can be opened with a DC 10 Intelligence check.

Treasure: Undead Offerings. The zombie cultists collectively have 600 cp on their corpses.

Treasure: Priestly Wand. In the hands of the zombie priest is a Wand of Secrets, which was used for traversing the tomb with ease.

10. The Major Crypt

Ornate sarcophagi denote the resting places of many noble family ancestors. The large decorative sarcophagi depict the individuals as they were in life rather than death.

Random Encounter: Specters. When a random encounter is needed six Specters emerge from their individual sarcophagi. Forbidden to rest by the undead around them, the Specters attack any living creature they can possibly reach. The undead servants of Markos have left the Specters as makeshift guards against the living.

Secret Door. Between the two top sarcophagi is a secret door. The entryway is sealed in the form of a false wall. Detecting the secret door requires a DC 19 Wisdom check. Opening the door is revealed with a DC 15 Intelligence check, and requires releasing a weight built into the door.

11. The Guarding Chamber

Protected by a sealed door, the chamber remains lit by low burning torches in honor of those who now protect the great tomb from potential thieves.

Combat Encounter: Ghastly Guards. Standing in the dimly lit room guarding the graves are two Ghasts. Upon an intruder opening the door to the chamber, five Ghouls begin digging themselves free of their soil rich tombs. The Ghouls prefer to attack first, allowing the Ghasts more protection during the fight.

Secret Door. The entrance to the main tomb is hidden by way of a secret door. A DC 20 Wisdom check will reveal the door, while a DC 17 Investigation check discerns how to open it. The door requires a lever to be pulled down, before the door is then left free on its hinges to swing open toward the tomb passageway.

Treasure: Undead Passage. The two ghasts have 2,000 sp on them each, while the five ghouls each have 200 sp on them. These silver pieces were originally intended to ease their passage in the afterlife.

12. The Main Tomb

Sitting on a makeshift throne, Markos watches as the growing army of undead praise his master. On the walls, even the dark shadows seem to give praise and honor.

Combat Encounter: Undead Soldiers. On the throne observing the daily rituals is Markos, an Undead Warlock. At his side sits Lillian Rysek, her body barely clinging to life. Markos motions for the six Zombies in the chamber to attack the party as he holds Lillian Rysek as a hostage. Meanwhile, two Wights attempt to drain all the life they can from the room. Markos will delight in killing Lillian Rysek in front of the party if necessary.

Treasure: Arcane Delights. Markos possesses a Bag of Holding, which itself contains a small sum of 1900 gp and a spell scroll for Circle of Death.

Resolution

Markos. If the party successfully found Markos and killed him the rest of the undead located in the tomb flee. The sound of music can briefly be heard in the now empty space, a blessing from the god originally worshiped in the tomb itself, Apollo, God of Light, Music, and Healing.

Lillian Rysek. Rescued alive, Lillian Rysek is happy to return to her family to heal and recover. She is grateful to the party and is surprised if told Ramos Sentyron paid for her rescue. If killed in the fighting, Lillian's corpse arises as a zombie or may return as a specter.

Jorah Rysek. Provided Lillian is rescued alive, Jorah is delighted to have his sister returned. He immediately buys everyone in the tavern a round of ale to celebrate. If told about Apollo's blessing, he bestows on the party pendants that mark them as fellow worshipers to others.

Ramos Sentyron. Upon the recovery of Lillian Rysek, Ramos pays the party the agreed upon sum of 119 pp. If Lillian died in the fighting, but her body is brought back, Ramos pays the party 50 pp. He bestows on the party the honor of being hired adventurers for Planesville, and he promises to offer them more opporunities in the future, provided the party wants work.

Milestone Leveling. For completing the tomb and defeating Markos, a milestone leveling is recommended at this point. The party would then be level six.

Monster Reference


Animated Corpse

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 90 (12d8 + 36)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 10 (+0) 11 (+0) 7 (-2)

  • Damage Immunities Poison
  • Conditioned Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Relentless (Recharges after a Long Rest). If the animated corpse takes 9 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 2) piercing damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


Corpse Blood Ghast

Large undead, chaotic evil


  • Armor Class 13
  • Hit Points 82 (15d10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 11 (+0) 8 (-1) 10 (+0) 7 (-2)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Regeneration. The corpse blood ghast regains 5 hit points at the start of its turn. If the corpse blood ghast takes radiant or fire damage, this trait doesn't function at the start of the corpse blood ghast's next turn. The corpse blood ghast dies only if it starts its turn with 0 hit points and doesn't regenerate.

Stench. Any creature that starts its turn within 5 feet of the corpse blood ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the corpse blood ghast's Stench for 24 hours.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 2) slashing damage.


Ghast

Medium undead, chaotic evil


  • Armor Class 13
  • Hit Points 36 (8d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 10 (+0) 11 (+0) 10 (+0) 8 (-1)

  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.

Turning Defiance. The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) piercing damage.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Ghoul

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 15 (+2) 10 (+0) 7 (-2) 10 (+0) 6 (-2)

  • Damage Immunities Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Skeletal Zombie

Medium undead, lawful evil


  • Armor Class 13
  • Hit Points 60 (8d8 +24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 16 (+3) 4 (-3) 7 (-2) 5 (-3)

  • Damage Immunities Poison
  • Conditioned Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Understands all languages it spoke in life but cannot speak
  • Challenge 1/2 (100 XP)
  • Proficiency Bonus +2

Pact Tactics. The skeletal zombie has advantage on an attack roll against a creature if at least one of the skeletal zombie's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) piercing damage.


Skeleton Guard

Medium undead (humanoid), lawful good


  • Armor Class 16 (Chain Shirt, Shield)
  • Hit Points 110 (17d8 + 34)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 8 (-1)

  • Skills Perception +4
  • Damage Immunities Poison
  • Conditioned Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 14
  • Languages Understands all languages it knew in life but cannot speak
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

Actions

Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 19 (5d6 + 2) piercing damage, or 20 (4d8 + 2) piercing damage if used with two hands to make a melee attack.


Skeleton Warrior

Medium undead (humanoid), neutral evil


  • Armor Class 14
  • Hit Points 58 (13d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 11 (+0) 10 (+0) 10 (+0) 10 (+0) 6 (-2)

  • Skills Perception +2
  • Damage Immunities Poison
  • Conditioned Immunities Exhaustion, Poisoned
  • Sense Darkvision 60 ft., Passive Perception 12
  • Languages Understands all languages it knew in life but cannot speak
  • Challenge 1 (200)
  • Proficiency Bonus +2

Ambusher. The skeleton warrior has advantage on attack rolls against any creature it has surprised.

Martial Advantage. Once per turn, the skeleton warrior can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the skeleton warrior that isn't incapacitated.

Actions

Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) piercing damage.

Shattered Shield Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.


Specter

Medium undead, chaotic evil


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., 50 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 14 (+2) 11 (+0) 10 (+0) 10 (+0) 11 (+0)

  • Damage Resistances Acid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Damage Immunities Necrotic, Poison
  • Conditioned Immunities Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
  • Sense Darkvision 60 ft., Passive Perception 10
  • Languages Understands all languages it knew in life but cannot speak
  • Challenge 1 (200)
  • Proficiency Bonus +2

Incorporeal Movement. The specter 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 specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., one creature. Hit: 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.


Undead Warlock

Medium undead, lawful evil


  • Armor Class 13 (15 with Mage Armor)
  • Hit Points 90 (20d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1) 16 (+3)

  • Saving Throws Int +5, Cha +6
  • Skills Arcana +5, Intimidation +6
  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Speaks the languages it knew in life
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

Innate Spellcasting. The undead warlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: detect magic, disguise self, mage armor

Spellcasting. The undead warlock is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, mage hand

1st- 4th level (2 4th-level slots): burning hands, command, blindness/deafness, scorching ray, fireball, stinking cloud, fire shield, wall of fire.

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


Actions

Multiattack. The undead warlock makes two dagger attacks along with one quarterstaff attack.

Quarterstaff. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 15 (4d6 + 1) bludgeoning damage, 16 (3d8 + 3) bludgeoning damage if wielded with two hands.

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (4d4) piercing damage.


Wight

Medium undead, neutral evil


  • Armor Class 14 (Studded Leather)
  • Hit Points 45 (6d8 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 13 (+1) 15 (+2)

  • Skills Perception +3, Stealth +4
  • Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from nonmagical attacks that aren't silvered
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 60 ft., Passive Perception 13
  • Languages Speaks the languages it knew in life
  • Challenge 3 (700 XP)
  • Proficiency Bonus +2

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

Actions

Multiattack. The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 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.

A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.

Longbow. Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.


Zombie

Medium undead, neutral evil


  • Armor Class 8
  • Hit Points 22 (3d8 + 9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 8
  • Languages Understands the languages it knew in life but cannot speak
  • Challenge 1/4 (50 XP)
  • Proficiency Bonus +2

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.


Zombie Cultist

Medium undead, lawful evil


  • Armor Class 8
  • Hit Points 78 (12d8 + 24)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
12 (+1) 6 (-2) 14 (+2) 10 (+0) 11 (+0) 5 (-3)

  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)
  • Proficiency Bonus +2

Actions

Multiattack. The zombie cultist makes two bite attacks.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.


Zombie Priest

Medium undead, lawful evil


  • Armor Class 8
  • Hit Points 84 (13d8 + 26)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
14 (+2) 6 (-2) 14 (+2) 12 (+1) 12 (+1) 8 (-1)

  • Damage Immunities Poison
  • Condition Immunities Poisoned
  • Senses Darkvision 60 ft., Passive Perception 11
  • Languages Common
  • Challenge 2 (450 XP)
  • Proficiency Bonus +2

Blood Frenzy. The zombie priest has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Actions

Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, 11 (2d8 + 2) bludgeoning damage if wielded with two hands.

Unholy Object Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 15 (4d6 + 1) bludgeoning damage.

The Tavern & Tavern Map

Knight's Blood Taphouse

Because Tomb of the Undead features many adventure hooks that begin in a tavern, Knight's Blood Taphose serves as that tavern starting point. The tavern features a theme based on Planesville's past, stressing the importance of tradition and honor. As Planesville is currently ruled by a noble who was once a former knight, this theme may add to the introduction of Ramos Sentyron to the party.

Note: Jorah Rysek is a regular at the Knight's Blood Taphouse, along with Ramos Sentyron.

Taphouse Clientele

The Knight's Blood Taphouse does a majority of its business with local townsfolk. Prices are standard rate for food, drink, and board. Two sections exist within the tavern, divided by lifestyle. Lodgings on both sides of the tavern can only be accessed by their corresponding hallways, this is part of the Knight's Blood Taphouse security features.

Common Rooms. All common rooms feature a regular sized bed, desk, two chairs, and a few chests for personal items. Decor does include local plants.

Noble Rooms. All noble rooms feature a large bed, fireplace, wardrobe, reading area, and have an attached bathroom complete with a full length mirror and bathtub.

The Tomb & Tomb Map

Religious History

As mentioned briefly, the tomb was originally built by followers of Apollo, God of Light, Healing, and Prophecy. Many of the townsfolk would come to the tomb seeking insight into the future, both from the dead within, and from Apollo himself.

When the undead took over the tomb, they were largely unaffected by the divination room and its hallucinogenic water. The spores were once used by the Priestesses of Apollo to divine fate itself. While the tomb remains primarily intact, Apollo must wait for the undead to be defeated, before he can restore the sacred ground once more. Defeating the undead brings Apollo's favor.

A

Horrifying

Adventure

The Tomb of the Undead features two of the most popular topics for adventurers: zombies and an unexplored tomb.

New monsters and classic horrors alike await any brave adventuring party that dares to enter the stronghold of the undead and attempt to make it out alive.

Rescue the latest captive before it is too late and survive the stronghold of the undead!

Cover Art: Bogdan Marica

 

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