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EL 5: Swamp Ghasts
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significant location to unlock a portion of its The Cursed Tree
protection. Whether the bound souls are Shane’s spirit is bound to a cursed tree. Every
unwilling victims in a mad architect's schemes night, it transforms the surrounding terrain in
or selfless martyrs determined to protect the a five mile radius into a swampy quagmire.
treasure is up to you. While Shane seeks his freedom from undeath,
the curse compels him to guard the tree
against the living. He will always attack while
If you decide to use a previous plot hook here
the party is far from the tree. A Remove
or one of your own design, roleplay Shane
Curse spell or similar cast on the tree will set
during the fight to drop hints and clues for
his spirit free, but until that happens the tree
the Players. He rants about the injustices he
will continue to twist the land into a swamp
has suffered, swears revenge on the tyrant
as the sun sets, and Shane will hunt down any
that wronged him, or even directly proclaims
who trespass in the mud.
that no one will recover the treasure he
protects.
EL 5: Swamp Ghasts
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Starting the Encounter
The encounter starts at night, when Shane’s
tree begins to warp the land around. If the
Players have elected to make camp, whoever
is on watch begins to notice that the ground
turns moist and spongy. If the Players are
moving through the night, read them the
following text:
EL 5: Swamp Ghasts
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Terrain Shane the Revenant
Medium Undead, Neutral Evil
Cursed Fog -- Any living creature in Cursed
Fog has disadvantage on Constitution saving Armor Class 15 (Chain Shirt)
throws. The fog rests heavily at its edges, Hit Points 114 (12d10+48)
blocking line of sight into or out of a patch, Speed 30 .
though creatures in the cloud can see other STR DEX CON INT WIS CHA
creatures within the same cloud. Truesight 18 (+4) 16 (+3) 18 (+4) 13 (+1) 16 (+3) 18 (+4)
and senses that do not rely on vision are not
Saves Strength +7, Cons tu on +7, Wisdom +6,
impeded by the Cursed Fog. Charisma +7
Skills Survival +6, Percep on +6
Senses Darkvision 60 ; Truesight (special); Passive
Muck -- Muck is treated as difficult terrain. Percep on 16, Passive Insight 13
Attacks made against a creature in a square Languages Common
of Muck are made with advantage, and Challenge 5 (1,800xp)
EL 5: Swamp Ghasts
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Shane the Revenant (Cont.) preferably a space that is both Muck and
Traits (Cont.) covered by Cursed Fog, but prioritizing the
Vengeful Spirit -- When intruders enter the swampy area,
Cursed Fog to impose disadvantage on their
Shane selects one of them as his Target of Vengeance.
saves against paralysis.
Shane has Truesight up to 60 feet only for his Target of
Vengeance.
ReacƟons
Vision of Death -- When a creature targets Shane with a
spell, Shane projects visions of his death into the caster’s
mind. That creature must succeed on a DC 15 Wisdom
saving throw or be distracted, failing to complete the spell.
The spell slot used (if any) is lost, but the spell is not cast.
EL 5: Swamp Ghasts
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obtainable until the curse on the tree is Shane and the Ghasts carry no treasure. All of
broken, perhaps hidden inside the tree. At the equipment carried by Shane’s revenant
your discretion, the item may be freely body turns to smoke when he is slain.
removable but carry its own curse.
Scaling by Level
EL 4 (-1,400xp) -- There is a substantial jump of power between 4th and 5th level characters. The
encounter requires significant adjustment to be at all survivable for a lower level group.
First, replace the five Ghasts with three Ghouls and one Ghast. The Ghouls should stay within 30 feet
of the Ghast. Second, Shane the Revenant is no longer a vengeful spirit, but a remorseful one. He tries
to drive Player Characters away from the cursed site, shouting at them to run and flee before they join
the dead. He is still compelled to select a Target of Vengeance and focus on them. If he reduces a
Character to 0 hit points, he knocks that Character unconscious, such that they are not in danger of
bleeding out. Finally, remove Shane’s multiattack ability; he can only make one attack each round.
EL 7 (+600xp) -- The Cursed Fog moves during the encounter. On initiative count 20, move each patch of
fog 10 feet toward the nearest living creature not already within a cloud. Increase the saving throw DC
of the Ghast’s paralysis and stench effects to 13. Living creatures that start their turn in Cursed Fog
must make a constitution save against DC 13 (with disadvantage), on a failure that creature becomes
poisoned until the start of their next turn.
EL 10 (+1,800xp) -- As EL 7, and the Ghasts are now Spectral Ghasts, giving them the Haunting Specter
trait identical to Shane’s. Double their hit points, and give them resistance to damage from non-magical
weapon attacks. Consider also implementing tactical adjustments, such as those listed below.
Scaling by Tactics
Easier (-1,000xp) -- The Ghasts now focus their attacks on heavily armored, tough characters. If they
paralyze one, they should switch their attention to someone else.
Shane engages primarily in melee, and is willing to attack someone who gets between him and his
Target of Vengeance. He avoids provoking opportunity attacks. Shane should select tough, durable
party members as his Target of Vengeance.
Harder (+1,000xp) -- The Ghasts should spread out, one of them attacking each heavily armored
Character while the remaining Ghasts circle around to get at weaker characters who are more likely to
fail their constitution saves. Ghasts should focus their attacks on paralyzed Characters. Make good use
of the simple rules for diagonal movement to have them leap seemingly impossible distances over
patches of Muck that the party thinks will keep them safe. Ghasts should lurk behind Cursed Fog until
they attack, keeping them safe from ranged attacks.
EL 5: Swamp Ghasts
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Additionally, Shane pursues his Target of Vengeance exclusively, and emphasizes his ranged attacks. He
should be willing to take opportunity attacks if it will give him a better shot at his target of vengeance.
When selecting his Target of Vengeance, he selects weaker, more fragile characters instead of more
heavily-armored targets.
Lethal (+2,000xp) -- Add two more Ghasts. Give Shane Truesight out to 60 feet, not limited to his Target
of Vengeance.
To make this encounter truly lethal, change the starting positions of the Ghasts to be among the party.
They are entombed in the ground and rise up as it transforms into a swamp, leaping out adjacent to the
Characters and attacking immediately. Shane uses his knowledge of the terrain and his keen senses to
remain at a distance, firing his longbow at his Target of Vengeance. He no longer approaches the party
and gives them the opportunity to surrender, instead attacking as soon as the Ghasts emerge. His
Truesight allows him to see clearly up to 60 feet away, regardless of fog. If the party has light sources,
he will remain 150 feet away, just within the range of his bow, but making him a difficult target to
retaliate against. His strong Survival and Perception skills make him an adept tracker if the party tries
to escape, but he will not pursue them beyond the edge of the swamp.
Finally, have the Ghasts and Shane focus on fragile characters. If they successfully paralyze one, they
drag that character into the nearest spot of Muck, pushing their head under. A Ghast can drag a
paralyzed Character with them as they move, moving at half speed, and using their action to push the
Character into the Muck. The Character immediately begins suffocating—they have a number of rounds
equal to their constitution modifier (minimum 1 round) before they fall to 0 hit points and begin dying.
The Ghasts are unlikely to pursue fleeing Characters, instead converging on whichever party members
are left behind.
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