The hallway of Encounter Area #11 opens up to a massive room filled with stone sarcophagi. A plaque as the PCs enter describes this as the Hall of Sacrificed Dead.
These are the final resting places of the followers of the Vampire Queen. She sacrificed them to further her own power and appease her demonic lords.
There are 1,000 sarcophagi here, divided into groups.
- Group 1 (Encounter Area 13): Humans (666 total)
- Group 2 (Encounter Area 14): Horses (180 total)
- Group 3 (Encounter Area 15): Dwarves (55 total)
- Group 4 (Encounter Area 16): Elves (54 total)
- Group 5 (Encounter Area 17): Halflings (45 total)
This room is guarded by the undead temple guardians, 10 Huecuva. They will wait until the characters enter the room and attack them from all sides.
Huecuva
Armor Class: 3 [116]
Hit Dice: 2*** (9 hp)
Attacks: 2 claws or 1 weapon (1d6 x2 or 1d8), ability drain
THAC0: 18 [+2]
Movement: 90’ (30’)
Saving Throws: D11 W12 P13 B14 S15 SS14 (Cleric 2)
Morale: 12
Alignment: Chaotic
XP: 35
Number Appearing: 1 (0) (see below)
Treasure Type: C
Turn As: Wight (Type 5)
A huecuva is a Cleric who has been cursed to undeath for their faithlessness. It resembles a skeleton wrapped in old, tattered robes or rusting armor. Small points of red light can be seen in each of its empty eye sockets. A huecuva speaks and reads all the languages it knew in life.
A huecuva is a cowardly combatant, preferring to set up traps and ambushes for potential interlopers. It will attack Clerics before anyone else. Those struck by the huecuva's claws must save vs. Poison or contract a terrible wasting disease. Each day the target takes 1d3 points of Constitution damage. Those reduced to 0 Constitution die, and rise as a zombie on the following day, under the control of the huecuva. A cure disease spell must be used to prevent death.
Ability points lost due to a huecuva's disease return at a rate of 1 per day of complete rest. All huecuva can cast spells as a Cleric (level 1d4+1). However, these spells are always reversed.
A huecuva can only be harmed by silver or magical weapons. In addition, it takes 1d6 points of damage from the touch of a holy symbol. A huecuva can be Turned by a Cleric (as a wight), and like all undead are immune to sleep, charm, and hold spells.
They are turned as Wights.
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