Flesh Golem WallFlesh Golem WallFlesh Golem Wall in Settings More Like This
This is a strange wall created using necromancy magic. The wall consists of stitched together animated flesh and bones. A flesh golem wall can be any height or width, but is typically one foot thick.
Usually any ten foot square section of the flesh golem wall has about a dozen humanoid heads or faces, each screaming or moaning incoherently. Each ten foot section of a flesh golem wall is considered a separate monster and has the same stats and special qualities as a flesh golem (PHB p135). A ten foot section of the wall has bite attacks against any opponent approaching within five feet (only up to six mouths can attack any one opponent), +10 melee, 1d6 bite damage. The wall has no speed and can remain in only one place. Occasionally, the wall will have up to six appendages (arms and hands) that can attack anyone within five feet of the sculpture (one per opponent in range), +10 melee slam 2d8+5. Sometimes these appendage
Campaign IdeaOh, how about this idea? A campaign where a group of random PCs are magically transported into a vast dungeon together. They are forced to cooperate in order to find the way out. Each characters living body is one of the "talismans" required to open the final door. All must live, or all will die! So, the lawful good paladin has to frequently support and save the evil drow priestess and visa versa. The chaotic neutral half orc barbarian has to frequently stick his neck out for the elf bard. The only cleric type is the drow so.... Hah hah hahh hah.Campaign Idea in Settings More Like This
Spell WaterSpell WaterSpell Water in Settings More Like This
The effect of magic mists within the Mist Filled Realm causes some bodies of water (pools, puddles, lakes, streams, waterfalls, or fountains) to become enchanted with a permanent spell. Any being directly touching the water will be subject to the spell as if it had been cast upon them. The save DC is usually DC20 for those spell effects allowing a saving throw to resist. Often, spell water can be identified by its slight shimmering glow (in one of various sparkly colors). One has to look closely to see this (Spot or Search DC20). The type of spell infused into the water can be determined with a successful Knowledge Arcana check DC30. Note: The magic only works at its natural source. The magic quickly fades from any water collected from a larger pool or stream. So bottling it and then using it later won't work. Also, spell water is usually only found in areas of chaotic or unstable magic,
Pit of Crawling ClawsPit of Crawling ClawsPit of Crawling Claws in Settings More Like This
This is a circular chamber that is twenty feet in diameter with a ten foot high ceiling. The walls are rough hewn stone. The room is lit by two continual flame braziers on the walls. In the center of the room is a fifteen foot wide circular pit (leaving a five foot walkway around the pits edge). The pit is ten (or maybe twenty) feet deep. At the bottom of the pit is an iron lever on the wall. When thrown, this lever activates two or more secret stone doors in the walls of the pit. These doors drop open emitting swarms of crawling claws (or some other hideous undead swarm, like undead rats). The secret doors may lead to passageways to other chambers or just to small spaces just big enough to contain the swarms.
Scary Levitating Stone BallsScary Levitating Stone BallsScary Levitating Stone Balls in Settings More Like This
These are large (five feet in diameter) moss covered stone spheres that can be found here and there throughout Golfo's Labyrinth within the Mist Filled Realm. They are imbued with epic levitation magic and levitate ten to thirty feet above the floor. Usually, they are harmless dungeon dressing and do nothing but float near the ceiling in a room the PCs must cross. Occasionally, one is actually a falling boulder trap with a magical trigger. Stone Sphere from Ceiling: CR 8; magic trap; proximity trigger (alarm spell) ; automatic reset; Atk +12 melee (8d6, bludgeoning damage), reflex save DC20 for half; Search DC 30; Disable Device DC 30
Basilisks Behind Wall of Force SpellHere is a trick. Put a basilisk (or more than one basilisk) behind a permanent wall of force spell. The basilisk's gaze attack will still function through the wall of force. You could even put a curtain covering the wall of force. The curtain will open fully at some sort of mechanical or magic trigger. Alternatively, another creature (zombie or skeleton?) might open the curtain soon after the PCs enter the room. A magic mouth might be set to say something like "Gaze at the beauty to be seen behind the screen and find wisdom!"Basilisks Behind Wall of Force Spell in Settings More Like This
Have fun with this one!
Tapestry of SurveillanceTapestry of SurveillanceTapestry of Surveillance in Settings More Like This
This is a magic tapestry that shows a scene from another area of the dungeon (typically another chamber). The image is actually stitched into the cloth of the tapestry. The image updates itself every round (changing the weave of the tapestery). The image changes to correspond to any changes in the area viewed.
Disappearing/Reappearing Gargoyle DoorDisappearing/Reappearing Gargoyle DoorDisappearing/Reappearing Gargoyle Door in Settings More Like This
On an otherwise featureless stone wall a small gargoyle sits on a ledge about eight feet above the floor. Sometimes this gargoyle has a plaque with a numeral or pictographic symbol near its feet. This numeral or symbol will correspond to a button or lever somewhere else in the dungeon. A button or lever somewhere else in the dungeon will magically cause a doorway sized opening to appear below the gargoyle. This is actually a dimensional effect. The stone below the gargoyle actually teleports away, leaving an opening through the wall. The doorway leads to another passageway or chamber beyond. Before the button or lever is activated, no secret door exists and so cannot be found by ordinary means. A detect magic on the wall or gargoyle will reveal a magical aura of strong conjuration magic.