Corpse of Mirovoyzmey Building / Landmark in New World - Dragonsmoke Archipelago | World Anvil

Corpse of Mirovoyzmey

Waytravel to the Corpse of Mirovoyzmey...

The reek of putrefaction hits you like a wall as you taste the stagnant air on the far side of the waypoint. The dripping gore of a decaying rib the size of a castle stands before you, like a cliff of wet red and green stone. Heaped like the coils of a discarded rope of unimaginable size, your mind begins to process the serpentine body that has been left in this valley to decay. You stand before the Corpse of Mirovoyzmey, a world serpent of ancient myth.   Tier IV Waypoint | The Iron Coin will not allow anyone through of 16th level or lower.

Corpse of Mirovoyzmey Solo Encounters

CR 3: Phantom Warrior
CR 4: Ghost
CR 5: Wraith
CR 6: Underworld Cerberus
CR 7: Giant Skeleton
CR 8: Aeorian Reverser
CR 9: Rot Troll
CR 10: Aeorian Absorber
CR 11: Soul Monger
CR 12: Aeorian Nullifier
CR 13: Atropal


A sickening cloud of necrotic energy hangs over the Corpse of Mirovoyzmey. At the end of each hour within the region, creatures must succeed on a DC 15 Constitution saving throw or suffer from one level of exhaustion.
Long-Term Effect: A creature which reaches the sixth level of exhaustion doesn't die while within the vicinity of the Corpse of Mirovoyzmey. They are instead petrified and a Wraith haunts the location of their body until an outside effect restores them. A character can only be restored to "life" with the use of Greater Restoration cast at the sight of their petrification or Wish.

Natural Resources

Creatures inhabiting the Corpse of Mirovoyzmey are partly composed of desecrated bone with units of the material available to harvest within their remains.
New World Harvesting Guide

Desecrated Bone

Harvested from the cadavers of powerful undead, desecrated bone is weird and accursed, known for permanently carrying the scent of rot. It’s prized by necromancers, who refer to collections of it as “pale ossuaries,” and use it for profane rituals.
Unit value: 100 gp
Armor: A creature wearing armor carved from desecrated bone only needs half as much food and water to survive, but they will grow thin and gaunt nonetheless. The strength requirement to move in heavy armor carved from desecrated bone is reduced by 2.
Weapon: Meat hunted with a weapon carved from desecrated bone takes twice as long to rot as normal, but always tastes as if it has recently spoiled. Components: A spellcaster casting a necromancy spell may have the spell consume one unit of desecrated bone as part of the casting process. Doing so increases the damage roll by 2d6 necrotic damage. If the spell does not have a damage roll, the desecrated bone is not consumed.

Corpse of Mirovoyzmey Special Encounters

  The following encounters appear only intermittently. When they have been slain, Notify a DM as they do not return automatically. Scion of Cleansing and Decay Incarnate return after a week, if the Avatar of Orcus has not been slain. The Avatar of Orcus never returns while any character which has previously slain him stands in his lair, nor will the Scion of Cleansing or Decay Incarnate return to face one who has defeated the Avatar of Orcus. For all others, the Avatar of Orcus returns one week after it has last been slain.  

Scion of Cleansing

CR/Monster Reward Type Soloable?
CR 21: Solar Treasure Hoard Yes

Slayer(s) Date Slain

WANTED: Scion of Cleansing   Additional details regarding this Solar.
  • The Scion of Cleansing is suspicious of any who would collect the tainted remains of the Corpse of Mirovoyzmey. Successfully harvest thirty units of Desecrated Bone in the region. The Scion of Cleansing arrives at the battlefield immediately following the final interruption check, whether or not another creature arrives simultaneously. If another creature arrives as well, the Scion of Cleansing treats it as hostile.
Encounter Notes
When the Scion of Cleansing arrives, it first casts Control Weather and the new weather conditions take effect immediately. The weather conditions it chooses are unbearable heat, storm winds, and torrential rain, the Scion of Cleansing is unaffected by the spell. The Scion of Cleansing prefers to attack at great range using its Slaying Longbow and flying at a tremendous height. It also has no compulsion to remain and fight a battle it expects to lose. If the Scion of Cleansing is reduced to half of its starting hit points and is not slain before the start of its next turn, it uses a once a day ability to Plane Shift in order to retreat unless it is somehow prevented from doing so. If combat ends in this way, no treasure is awarded and the Scion of Cleansing can be challenged the next day by harvesting thirty more units of Desecrated Bone.


Decay Incarnate

CR/Monster Reward Type Soloable?
CR 23: Ygorl Lord of Entropy Treasure Hoard Yes

Slayer(s) Date Slain

WANTED: Decay Incarnate   Additional details regarding this Ygorl Lord of Entropy.
  • Efforts to cleanse the Corpse of Mirovoyzmey are required to draw out Decay Incarnate. A character must succeed on three difficult skill checks, which must each include a successful Wisdom (Medicine) check
  • Destroy the servants of Decay Incarnate to summon their controller. A character must complete a hard quest in which they face at least five Rot Trolls to bring Decay Incarnate to the battlefield.
  • The Scion of Cleansing must have been defeated in the last week, or Decay Incarnate will stay clear of the region.
Encounter Notes
Decay Incarnate has a fly speed of 40 feet and can hover. Within the region of the Corpse of Mirovoyzmey, in addition to its normal Legendary Actions, Decay Incarnate may expend two Legendary Actions to use the following ability:

Fear the Reaper. Decay Incarnate clears the field of all who would resist its entropic influence. Each undead that can see or hear it within 60 feet must make a DC 23 Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage.   A turned creature must spend their turns trying to move as far away from Decay Incarnate as they can, and they can’t willingly move to a space within 30 feet of Decay Incarnate. They also can’t take reactions. For their action, they can use only the Dash action or try to escape from an effect that prevents the, from moving. If there’s nowhere to move, the creature can use the Dodge action.


Avatar of Orcus

CR/Monster Reward Type Soloable?
CR 26: Orcus Treasure Hoard Yes

Slayer(s) Date Slain

WANTED: Avatar of Orcus   Additional details regarding this Orcus.
  • The Avatar of Orcus appears only to profit from the absence of Decay Incarnate and cannot be faced unless the latter has been defeated in the past week.
  • The site of the Avatar of Orcus' arrival must be prepared to receive a being of such monumental power. A character must succeed on three difficult skill checks which must include both a successful Intelligence (Religion) and a successful Intelligence (Arcana) check.
  • The Avatar of Orcus desires necrotic energy to fuel his power. He can be drawn to face an adversary by a character completing five easy quests, in which they must defeat nine ghosts.
  • Drawing even the Avatar of Orcus so near to the Material Plane places the lives of many in the cosmos in great jeopardy. A character must expend three Divine Favor to prove to the gods that they are worthy of such a fight, else the gods will choose a different champion to intervene, imprisoning all others present for the duration of the fight.
Encounter Notes
The Avatar of Orcus wields the Wand of Orcus acting as a conduit for the Demon Prince, but when the Avatar is defeated the Wand of Orcus present vanishes into smoke. The Avatar of Orcus is summoned to the Corpse of Mirovoyzmey along with two mummies and sixteen skeletons under his control. The area where he is summoned is considered his Lair, and on initiative count 20 (losing initiative ties), the Avatar of Orcus can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
  • Orcus’s voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. The Avatar of Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
  • The Avatar of Orcus causes up to six corpses within the lair to rise as skeletons, zombies, or ghouls. These undead obey his telepathic commands, which can reach anywhere in the lair.
  • The Avatar of Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until the Avatar of Orcus releases their grasp (no action required).

Easy Combat Encounter
1x CR6 Underworld Cerberus
2x CR4 Two Ghosts
3x CR3 Three Phantom Warriors

Medium Combat Encounter
1x CR8 Spirit Naga
1x CR7 & 1x CR5
- Giant Skeleton and Wraith
2x CR6 Two Underworld Cerberi
3x CR4 Three Ghosts

Hard Combat Encounter
1x CR10 Aeorian Absorber
1x CR9 & 1x CR4
- Rot Troll and Ghost
3x CR6 Three Underworld Cerberi
4x CR5 Four Wraiths

Deadly Combat Encounter
1x CR13 Atropal
1x CR12 & 1x CR4
- Aeorian Nullifier and Ghost
1x CR11 & 1x CR6
- Soul Monger and Underworld Cerberus
2x CR9 Two Rot Trolls
3x CR7 Three Giant Skeletons

Barrow / Burial ground
Parent Location