This encounter is intended for 3-5 characters of 2nd level and makes use of current playtest/5th Edition data as of July 6th 2014
This one is a quickie: a room I designed for a one-shot dungeon crawl that unfortunately got passed over. Some of the party will be forced to fend off the slapping appendages of an abhorrent otherworldly creature, while the rest of the team attempts to breach the entrance to the dungeon before the lot of them are crushed. Make certain to have a player character on hand who can pick locks – or else this encounter is far from being fair.
Features of the Area
Terrain: Each large block of dungeon floor is 10 feet by 10 feet. Any 5 foot squares marked with a star are considered difficult terrain
The Pit: This yawning chasm reaches far down into the Underdark, where a massive, amorphous beast from the Far Realm is trapped. The drop is 20 feet where tight cracks and crevices leech deeper into the ground. The elastic tentacles have wormed their way up through these openings. Because the uneven walls of the pit provide good handholds, no check is necessary to climb back up (the writhing tentacles may pose their own challenges, however)
Treasures: The locations of the two treasure caches are indicated by gold sunbursts on the map (see “Rewards” below)
Exit Door: This sturdy steel door is a half-foot thick and incredibly heavy. It is shut up tight by three identical locks. Passage to and through the door is blocked by a toppled over column (see below).
•Each lock requires a DEX DC 10 check to open, and some appropriate lock-pick must be used (a set of Thief Tools would suffice, and Proficiency in such tools grants advantage as normal).
Broken Columns: One of these collapsed columns has fallen in front of the locked exit door. With the stone ruins blocking the way, it will be impossible to unlock the door.
•The column is very heavy, and another party member will be needed to lift it, if not completely move it out of the way. A STR DC 10 check is sufficient to lift the column up, allowing access to the lock. This same character can keep the column elevated for several rounds without having to make another check, but must use their action on their turn to do so. A STR DC 15 check will allow the character to shove the column aside and out of the way for good.
The otherworldly abomination is far too massive and durable to be killed by a few paltry, low-level heroes. Fortunately for them, the beast cannot drag its squamous bulk through the caverns below to reach them. Instead, it has extended several of its slimy, mouth-covered tentacles to probe for prey. Though each individual tentacle can be destroyed with some ease, more will take their place, and the creature itself will take little damage. Is the monster regenerating these tentacles, or does it just have a near inexhaustible number on its body? That’s a question bets left unanswered.
•x(# of PCs) Tentacles (40 EXP each)
Beast Tentacle (Medium Aberration – Limb)
AC 12 (Vulnerable: Slashing)
•Slam (Within 15 feet of any part of the pit; one creature) +3 to hit (1d6+3 bludgeoning damage); automatic hit and +1d6 bludgeoning damage if target is already restrained
•Trip (Within 15 feet of any part of the pit; up to two creatures) DEX save DC 12 or target(s) are knocked prone
•Ensnare (Within 15 feet of any part of the pit; one creature) +4 vs. STR or DEX (target’s choice); on hit target is restrained and may attempt the check again to escape as an action. A tentacle that has ensnared a target in this way may deal it 1d6+3 piercing damage as an action
•Each time a beast tentacle is destroyed, roll 1d4-1 (minimum of 1) – a new tentacle replaces it after that number of rounds has passed.
The tentacles have supernatural blindsight, and the best has enough intelligence to try and interrupt any character attempting to escape. Otherwise, they try to kill and eat every PC (like you do, when you are an amorphous beast)
In the nook in the north part of the room, the skeleton of an unfortunate explorer (wounded by the beast and unable to escape) is crumpled against the wall. Amid the ragged ruin of bones and torn clothes are x1 Healing Potion, a silver ring worth 10 gp, and three raw, uncut gems worth a total of 100 gp
One of the water basins in the eastern section of the dungeon is home to the formation of some uncut precious stones. A STR DC 10 check (advantage if a dagger, prybar, or other tool is used) will free the gems, which can be sold for 50 gp