πΊ️π²⚔️ One-Shot Adventure: The Sable Maw
By Charlie Stayton, Behind the Die
I have always been a fan of HP Lovecraft so this months One-Shot is a tip of the hat to him!
A tale of mystery, betrayal, and eldritch horrors
Adventure Summary
The coastal town of Blacktide Hollow is plagued by disappearances and whispers of a dark cult worshiping an ancient sea horror. The adventurers are hired to investigate the ruins of an old lighthouse, which the locals believe is cursed. However, beneath the lighthouse lies a forgotten temple—the Sable Maw—where a cult prepares to awaken an ancient, slumbering abomination.
The party must navigate the crumbling ruins, uncover the cult’s secrets, and stop the ritual before it’s too late.
Adventure Hooks
Missing Sailors: A merchant's ship crew has vanished near Blacktide Hollow. The merchant hires the party to find them.
The Doomed Lighthouse: Locals claim ghostly lights flicker in the abandoned lighthouse, but no one dares to investigate.
A Scholar’s Plea: A historian studying the lighthouse disappears after discovering a cryptic passage in ancient tomes.
Key Locations
1. Blacktide Hollow (Starting Town)
-
The Storm's Respite Tavern: Locals speak in hushed tones about the cursed lighthouse.
-
The Fisherman’s Wharf: A dockworker saw strange figures moving toward the lighthouse at night.
-
The Temple of Valkur: The town priest warns of dark forces beyond mortal comprehension.
-
Collapsed Floors & Treacherous Stairs: The upper levels are unstable.
-
Cultist Ambush: The party faces robed figures chanting eerie incantations.
-
The Drowned Hall: A flooded chamber with submerged skeletons.
-
The Blood Altar: A sacrificial stone, pulsating with unnatural energy.
-
The Awakening Chamber: The final battle arena, where the cult leader attempts to awaken The Maw That Devours.
-
Cult Fanatics (CR 2) – Devoted worshipers wielding dark magic.
-
Deep One Brutes (CR 4) – Fish-like humanoids with razor-sharp claws.
-
Cultist Sorcerer (CR 5) – Mastermind of the ritual.
-
The Maw That Devours (CR 7) – An eldritch horror attempting to break free from its prison.
Huge Aberration (Eldritch Horror), Chaotic Evil
Armor Class: 16 (natural armor)
Hit Points: 168 (16d12 + 64)
Speed: 30 ft., swim 40 ft., climb 20 ft.
Abilities
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
22 (+6) | 14 (+2) | 19 (+4) | 10 (+0) | 16 (+3) | 18 (+4) |
Saving Throws: Dex +7, Wis +8, Cha +9
Skills: Perception +8, Stealth +7, Intimidation +9
Damage Resistances: Cold, Psychic, Nonmagical Bludgeoning/Piercing/Slashing
Damage Immunities: Poison, Necrotic
Condition Immunities: Charmed, Frightened, Poisoned, Paralyzed
Senses: Darkvision 120 ft., Tremorsense 60 ft., Passive Perception 18
Languages: Deep Speech, telepathy 120 ft.
Legendary Resistances (3/Day)
If the Maw That Devours fails a saving throw, it can choose to succeed instead.
Horrific Presence (Recharge 5-6)
Each creature of the Maw's choice within 60 feet must make a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on a success. If a creature succeeds, it is immune to this ability for 24 hours.
Amorphous
The Maw That Devours can move through a space as narrow as 1 foot wide without squeezing.
Abyssal Regeneration
At the start of its turn, if the Maw has at least 1 hit point, it regains 10 hit points unless it took radiant damage since its last turn.
Actions
Multiattack
The Maw That Devours makes three attacks: one with Bite and two with Tendril Strike.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 24 (4d8 + 6) piercing damage plus 10 (3d6) necrotic damage.
Tendril Strike. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 16 (3d6 + 6) bludgeoning damage, and the target must make a DC 16 Strength saving throw or be Grappled (escape DC 16). While grappled, the target is also Restrained.
Void Maw (Recharge 5-6)
The Maw opens an abyssal vortex in its gaping mouth. Every creature within a 30-foot cone must make a DC 17 Strength saving throw or be pulled 20 feet closer to it. Any creature pulled adjacent to the Maw must make a DC 17 Dexterity saving throw or be swallowed.
A swallowed creature takes 21 (6d6) necrotic damage at the start of each of the Maw's turns and is blinded and restrained. If the Maw takes 40 or more damage in a single turn from a swallowed creature, it regurgitates them.
Legendary Actions (3 per round, at the end of another creature’s turn)
-
Tendril Swipe (Costs 1 Action): The Maw makes one Tendril Strike attack.
-
Abyssal Wail (Costs 2 Actions): Each creature within 30 feet must make a DC 17 Constitution saving throw or take 14 (4d6) psychic damage and be deafened for 1 minute.
-
Devour (Costs 3 Actions): The Maw attempts to swallow a creature it has grappled. The target must make a DC 17 Dexterity saving throw or be swallowed, as per the Void Maw ability.
This creature is designed to be a terrifying boss fight for level 7-9 adventurers, requiring strategy and teamwork to defeat.
Final Battle & Choices
-
Disrupt the Ritual: Destroying the altar weakens the creature but enrages the cult.
-
Seal the Maw: Using ancient runes, the party can banish the entity back into the abyss.
-
Fight the Horror: A desperate battle to slay the emerging nightmare
Comments
Post a Comment