Pherandiel Ruins

In a clearing amidst the forest north of Hamia lies a ruined and long abandoned elven town named Pherandiel.   The town was abandoned centuries ago when the fresh water spring in the centre of the town dried up. The elves then moved to another spring to the east and established themselves in Kermodem   Pherandiel is comprised of ornate terraced buildings that show evidence of opulent gold and purple designs. Much of the purple is now faded, and most of the gilding has been stripped.   Legend says there's a banshee haunting the area, defending its territory... But it is in fact the ghost of a Druid named Nencundo, who is still tending to the area - maintaining the clearing around the buildings, chasing away unwanted visitors. The zone still looks like its inhabited because the ghost keeps it as such.   The reality of the spring is that it is not dried up. An argument broke out between Nencundo and the ruling elves of the town because the elves were becoming greedy, selling the water of the spring as a tonic. When it was clear the elves were not going to stop this practice, Nencundo changed the course of the waterway so that it feeds into an underground stream, rather than bubbling up as a spring in the town.   Below the ruined town are ancient elven catacombs. They are designed with befuddling enchantments that confuse the senses of anyone not supposed to be in the catacombs, making interlopers get lost, many of whom are never found again.   The catacombs are lush with moss and flowering ground-cover plants. The vegetation becomes thicker as you get closer... to the Druid's remains. Their body is peacefully resting close to the underground spring, and if investigated, shows no sign of violence. The Druid most likely died of old age or sickness, vowing to keep the area secure. Perhaps Nencundo is not even fully aware that he has died.   Glowing golden crystals bring lights to the corridors and chambers of the catacombs, some abjurations runes and sigils carved in the grey, blueish walls decorated with gold hint at magic preventing and protecting them from rising as undead. Some of these protection have been scratched, damaged, in the Druid's usual path.  

Nencundo the Ghost

Medium undead,
Armor Class: 11
Hit Points: 45
Speed: , fly: 39 ft

STR

7 -2

DEX

13 +1

CON

10 +0

INT

10 +0

WIS

17 +3

CHA

15 +2

Damage Resistances: acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities: Cold, necrotic, poison
Condition Immunities: charmer, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: Darkvision 60ft,

Actions

Withering Touch: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) necrotic damage.

Purify food/water at will.

Entangle: (concentration) Recharge 5-6. Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away.

  Stone Shape: (recharge 5-6) You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.   Etherealness: The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.   Horrifying Visage: Each non-undead creature within 60 ft. of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.   Possession (Recharge 6): One animal that the ghost can see within 15 ft. of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 ft. of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.

If Nencundo is attacked underground, or inside ruined buildings, he will use stone shape to cause the roof to collapse on his oppenents.
Hamia Region

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