Languages Understands the languages of its creator but can’t speak
Challenge 3
Proficiency Bonus +3
Aversion of Fire.If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Spike Growth (Recharge 5-6): As a bonus action, the Animata can cast Spike Growth. The effect spreads rapidly out from where the Animata is standing and can’t be cast at range. The Animata is not affected by the spell and can move freely and without taking damage while in the affected area. If the Animata moves, the Spike Growth area remains where it was. The Animata does not need to concentrate to maintain the spell, but it only lasts 1 minute.
Actions
Multiattack. This creature can attack twice per round
Slam.Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 12 (2d8+3) bludgeoning damage.
Multiattack. The mummy can use its Dreadful Glare and makes one attack with its rotting fist, or make two rotting fist attacks.
Rotting Fist. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 3) bludgeoning damage plus (3d6)necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be diseased with mummy rot. The disease target can’t regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the disease reduces the target’s hit point maximum to 0, the target dies, and its body turns to dust. The disease lasts until removed by the lesser restoration spell or other magic.
Dreadful Glare. The mummy targets one creature it can see within 60 ft. of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.
Evasion When the Mummy is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Deflect Missiles The Mummy can use it’s reaction to deflect or catch the missile when it is hit by a ranged weapon attack. When it does so, the damage it takes from the attack is reduced by 1d10 + 12.
If the damage is reduced to 0, the mummy can catch the missile if it is small enough to hold in one hand. If it catches a missile in this way, it can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition it just caught, as part of the same reaction. The mummy makes this attack with proficiency, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
Shadow Step The mummy has the ability to step from one shadow into another. When it is in dim light or darkness, as a bonus action it can teleport up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. The mummy then has advantage on the first melee attack it makes before the end of the turn.
Ki
The Monk Mummy can’t channel Ki like it did in life, but it can still perform the following Ki like abilities:
Flurry of Blows Immediately after it takes the Attack action on it’s turn, the mummy can make two unarmed strikes as a bonus action. This can only be done twice per day.
Patient Defense The mummy can take the Dodge action as a bonus action on it’s turn. This can only be done twice per day.
Step of the Wind The mummy can take the Disengage or Dash action as a bonus action on it’s turn, and it’s jump distance is doubled for the turn. This can only be done twice per day.
Darkness As an action, the mummy can cast Darkness without providing material components. This can only be done once per day.
Silence As an action, the mummy can cast Silence without providing material components. This can only be done once per day.
Charge. If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone
Labyrinthine Recall. The minotaur can perfectly recall any path it has travelled.
Reckless. At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Actions
Multiattack. The minotaur mummy can make two attacks per round. It can use its Greataxe twice. Or it can make one Greataxe attack and one of either Dreadful Bellow or Gore attacks.
Dreadful Bellow. The minotaur mummy targets one creature it can sense within 60 feet of it. If the target can hear the minotaur mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the minotaur mummy’s next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Bellow or Gaze of all mummies (but not mummy lords) for the next 24 hours.
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.
Gore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
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
Multiattack. This creature can attack twice per round
Bite.Melee Weapon Attack: +6 to hit, reach 10ft., one creature. Hit 11 (2d6 + 4) piercing damage.
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.
In a mosquito infested swamp where the Cotton Mouths slither, there lies an abandoned temple. Nobody knows what happened to the Snake Cult that lived here and there is little left to mark their passage.
A one-shot adventure for 4 level 2 characters.
In addition to the main temple building, there was once a dorm building where the acolytes lived together and four smaller dwellings where the priests each had their own space.
As the swamp waters rose, the dorm and the individual dwellings became partially submerged in the waters. The doors are swollen shut but are rotted to the point that it wouldn’t take much effort to break them down. Anything inside these buildings of any interest rotted away many years ago.
The main temple had been built well up from the ground and is still above the water level and is currently home to 5 Giant Poisonous Snakes that are concealed in the leaves and debris that litter the floor, and they are very territorial.
At the back of the main temple, behind the altar, are some stairs leading down to the underground level. The stairs exit into area 4 in the below ground map.
The floor in this area is flooded with murky water about 1 foot deep. The water is deepest in the “tail” end of the map (near room 1). The floor level raises a bit towards the “head” end of the map (room 13) where it is only a few inches deep.
Since this dungeon has been long abandoned, the only inhabitants of this place are the undead and some snakes.
Room 2 is a library but all the books are rotted away. There is a secret door (DC 10 to spot) to room 1. The door triggers a poison arrow trap (the cultists were fond of their poison) that fires when the secret door is opened (DC 15 to find the trap. Dex save DC 12 to dodge. If hit, DC 12 Con save. On a failed save, applies Poisoned status for 1 hour. Successful save means no poison). There are more library books in room 1 as this was where the priests kept their more valuable books. Again, most of them are rotted away, but there might be a few salvageable books or scrolls here suitable for the characters level.
There is a pit trap at location 3. Keep in mind that nearly 1 foot of murky water covers the trap, so is very difficult to spot (DC 16). Fortunately, being underwater means that the pit is full of water and you only have to swim to the other side. Just watch out for the 4 Poisonous Snakes that come out to say “hi”.
Area 4 is the staircase to the temple above. There is 1 foot of murky water at the bottom of the stairs.
Rooms 5, 6, and 7 are old studies and bedrooms for the highest-level priests. This would make great spots for some skeleton priests.
(I honestly forget what I had planned for the trap at location 8. Another pit trap would be boring, so maybe a Gelatinous Cube living here instead of a trap.)
The trap at location 10 (DC 14 to spot) is a combination alarm and Net trap. The net falls from the ceiling covering the 5ft by 10ft area indicated on the map. The net restrains anybody under it when it falls, while the alarm bell alerts some skeletal warriors in room 11 who come out to attack while the party is distracted by the net. If the players enter room 11, more skeleton warriors emerge from rooms 9 and 12, attempting to surprise the party (DC 12 stealth).
Room 13 is where the treasure is, on the raised platform in the centre of the room. The water is only an inch deep here and the platform is raised above the water level and is dry.
The trap in room 13 is another water-filled pit trap, but since the water is much shallower here, it’s easy to spot (DC 11). Spotting the trap might help because it is where a Giant Zombie Constrictor Snake lives. The snake is not a pretty sight, with layers of skin peeling off and snake rib bones poking out.
Map of the above ground temple. Note the insert in the top right of the map also shows the location of the dorms.
The Pickle Dragon looks a bit like a combination between a domestic dog and a crocodile but with fewer teeth. They smell vaguely of vinegar and dill. They’ll eat anything pickled, and love cucumbers above all. They are primarily herbivorous but have been known to eat pickled meats like corned beef, picked tongue, or pickled oysters and mussels. They are good-natured and playful, but hard to tame and tend to wander off for no apparent reason.