The Whispering Crypt
This one-session dungeon is meant to act as a playtest for Project 5.5, and is designed to run at 3rd or 5th level. The base encounters in this doc are written for 3rd level, but include changes for a 5th level playthrough.
Content Warnings
In this adventure, there is description of body horror, blood, mild gore, and general references to mental manipulation.
Hook: The missing keeper
On the notice board today was a strange but enticing quest. Apparently, people have been hearing strange whispers and getting painful headaches when they go near the crypt at the north side of town. Today the crypt keeper was reported missing, and the door to the crypt opened. The last group of adventurers that tried to go in complained of powerful headaches and an unknown presence whispering telepathically. The bounty on whatever's down there is high- let's go take care of it.
Urzoth, the Crypt Keeper
Urzoth was a short old half-elf man with caramel skin, bright yellow eyes, and long dark hair. For most his life he was reclusive, but friendly when he did interact with others. Recently before his disappearance however, he seemed sickly and more avoidant than normal.
A: The Crypt
A1: Coffin Chamber
In the first room of the crpyt are eight stone coffins separated by fences across the room, with a few bones scattered across the floor. The grimy stone walls seem to be in a state of disrepair, crumbling in sections on the northeast side. Besides the door you entered, there are two other exits to this room: one on the north side and another on the east, both blocked by wooden doors.
The northern door is locked (DC 14), as is the eastern door (DC 16). When the eastern door is unlocked, there seems to be something heavy blocking the door. To force the door open requires a DC 16 Athletics check,
Traps
- Hidden in the frame of the north doorway (DC 14) is a slight groove, behind which is a Doorway Saw Trap (T1) .
- The bones around the room are alive, but sleeping. If a player disturbs any of the bones, they reform in to 4 Skeletons hostile to the party. If you are running at 5th level, there are instead 6 Skeletons.
Loot
Around the room in the coffins and on a few skeletons are the following items:
- 10gp
- (Hidden; DC 14) A ring with a diamond worth 300gp
S1: Secret Brain Kitty Tunnel
Hidden behind a coffin in the crumbling wall (DC 18 Perception/Investigation check) is a small tunnel no bigger than a creature's torso, which has strange sounds coming from it. If a creature attempts to crawl through it, they can move 3ft per round. The tunnel connects A1 to C1.
A2: Central Hub
This room seems to be the main central hub of the crypt, with many shelves built into the outer walls and pillars containing skeletons and coffins, as well as a few urns and vases.
There are three doors in the room besides the southern entrance, two on the north wall and one on the east. On the northwest and east wall are gates, and the northeast wall has a reinforced wooden door. There appears to be some light, incoherent murmuring coming from behind the wooden door.
Notably, there are two corpses on the ground, both with the backs of their skulls pierced through, but neither match the description of Urzoth.
All doors in the room are locked (DC 15). The bars of the gate doors are wide enough for a hand to fit through, but little else.
Traps
- Hidden in the frame of the south doorway (DC 14) is a slight groove, behind which is a Doorway Saw Trap (T1) .
Loot
On the corpses are the following items:
- Potion of Healing
- 5gp
Puzzle: Secret Levers
On the northwest corner of the room are three small levers arranged in a line, which have been overgrown and are camouflaged into the wall (DC 15). A second check (DC 16; DC 14 if the levers are seen) reveals that there are many extra bolts in the four corners of the gate leading to A5, as well as the number "1" written at the top left corner. This is arranged as follows:
1 .`. | ``.
─────────
`.` | ..`
To solve the puzzle, the players must match the up and down positions of the bolts to the levers in clockwise order. The completed sequence should be 1: down up down; 2: up up down; 3: up down up; 4: down down up. Each time a correct sequence is inputted, there is a small click in the gate similar to a lock being undone.
Once the puzzle is solved, the door to A5 unlocks.
A3: Storage Room
This chamber holds several crates once full of miscellaneous equipment but have been recently emptied, as well as a locked chest that is bolted to the floor. The northeast wall has been broken out, and leads to a cave dimly lit by a blue light somewhere within.
There are 14 empty crates in the room and a single chest bolted to the floor. The chest is locked (DC 18). The chest is trapped.
Traps
- The chest in the room has an Arrow Trap (T4) in it, which is activated when opened.
Loot
If the chest is unlocked, it contains the following:
- Potion of Healing (x2)
- Potion of Psychic Resistance
- 15gp
- A silver key (opens door between A2 and A4)
A4: Ritual Chamber
This chamber has a rounded back, and mainly features a large slab of solid rock surrounded by candles and a bowl with 4 platinum coins in it. Besides the southern entrance, there is also an east doorway that leads out into a dark cave.
Also in the room are 3 graverobber-looking individuals standing around the bowl aimlessly. They don't seem to notice you enter, nor do they acknowledge anything that happens in the room. Unfortunately, none of them match the description of Urzoth.
Traps
- The platinum coins in the bowl are trapped (DC 16 Arcana). If a creature takes one of the coins, they trigger a Domination Trap (T5).
Enthralled Graverobbers
The graverobber statues are each holding one of the platinum coins described in the Traps section. If the coin is removed from their hands, they will thank the party and try to leave. If pressed for information, the graverobbers will say they weren't there long, and will warn the party of some "weird brain things" (Intellect Devourers).
If pressed for reward, they will tell the players their reward should be their lives- leave the crypt or the players will die. If the players persist, the graverobbers will attempt to fight their way out, using the Bandit statblock.
A5: Royal Tomb
In this simple tomb are two ornately-carved stone sarcophagi with carvings of a king and queen prominently displayed on the top. There are some shelves in the walls holding several scrolls that appear to be letters to the deceased, as well as a few bottles and boxes.
There are no traps in this room.
Loot
- Potion of Healing (x3)
- 20gp
- A locked metal box the size of a head with no keyhole. There is a circular indent with the imprint of a ring along the seam.
- This box can be unlocked by pressing a ring to the indent. The ring is hidden in A1.
- Inside this box is a Potion of Speed.
A6: Broken Tomb
This small chamber was once a private tomb, but its entire northern wall was broken out into a dark cave. There appears to be nothing else in the room.
Traps
- In front of the door between A2 and A6 is a plate camouflaged to appear like the floor (DC 16), which when stepped on activates a Falling Rocks Trap (T3).
B: The Caves
B1: Arid Cave
This large, arid cave filled with roots and fallen rocks is dimly lit in blue light from something across the room. There are a few chasms in the floor where there seems to have once been water, but it has dried into deep pits.
Traps
- There are two large chasms in the center of the room, which are 30ft deep pits.
- On several paths around room is an elaborate array of Spike Pit Traps (T2).
Puzzle: The Odd Device
At the northeast side of the room is a strange, alien device comprised of chitin plates, large nerves, and glowing blue bulbs. The device appears to be whispering incoherent nonsense.
A DC 15 Arcana check reveals that the device seems to be emanating detuned psychic messages. A DC 17 Arcana or History check reveals that this device seems to be Illithid in nature, and a DC 19 Arcana check reveals this to be a door console.
A creature with an Intelligence of 8 or higher can attempt to attune to the device. When they do so, a number of holographic humanoids equal to the amount of players appear at random spaces around the room, which begin to fade from existence. A moment later, and 3 Juvenile Intellect Devourers enter the room and attack.
The holograms last for 3 rounds before disappearing. If a creature stands in a hologram's space, it turns green and stops fading. Once all holograms are green, the bulbs on the device turn green, and a psychic voice says:
"The way is open."
Activating this device allows the Alien Door in B2 to open.
If 1 or more holograms are allowed to disappear, all the holograms disappear and the device resets.
B2: Shell Cave
This small cave leads to a circular, alien door made of chitin plates covering large nerves. Around the caves are fossils of squid-like creatures, as well as some living, scittering brains walking on four legs, which don't seem to like you.
Traps
- Around the room is an array of Spike Pit Traps (T2).
Alien Door
At the east side of the cave is the previously described door. Once the Odd Device in B1 is activated, this door will open when approached.
A DC 17 Arcana or History check reveals that this door seems to be Illithid in nature, but isn't nearly as well hidden as a proper colony should be.
Door Encounter (3rd)
- Juvenile Intellect Devourer (x2-3)
Door Encounter (5th)
- Juvenile Intellect Devourer (x3)
- Zombie (x2)
- Controlled by the Intellect Devourers
C: Mind Flayer Hideout
C1: Newborn Colony
This large, alien space lit by many blue bulbs is coated in stretched-skin walls and floors, with chitin plates acting as tiled pathways and wall reinforcements. Nerves run everywhere around the room though have no discernible purpose. At the north end of the room is a makeshift bed made of fused bone plates, the east end has a huge device with a semi-transparent bulbous top that seems to contain a pool of brine, and there are two other devices on the south end of the room that don't have a discernible purpose.
When [the players] enter, they stumble upon a figure in dark robes in the center of the room clutching a corpse. If approached, it is revealed to be a purple, alien creature with tentacles on its face, which has just finished consuming the brain of the creature it was holding. The worst part? It looks hungry.
A DC 15 Arcana check reveals that while this is indeed an Illithid, it is specifically a newly born Ulitharid- which will eventually become an Elder Brain- a very dangerous creature to keep alive.
Ulitharid Encounter (3rd)
- Newborn Ulitharid (x1)
- Juvenile Intellect Devourer (x2-4)
Ulitharid Encounter (5th)
If you are running this dungeon at 5th level, describe there being two Illithids, with the second having much shorter tentacles.
- Ulitharid (Revised) (x1)
- Mind Flayer Newborn (x1)
- Juvenile Intellect Devourer (x3-5)
Traps
T1: Doorway Saw Trap. This trap can be disarmed with a DC 17 Sleight of Hand check.
When a creature steps into the doorway the trap activates, causing a sharp saw to cut around the edges of the doorway. Creatures in the doorway must make a DC 16 Dexterity saving throw, taking 2d6 Slashing damage on a failed save, or half as much on a success.
T2: Spike Pit Trap. This trap can only be deactivated by destroying it.
When a creature steps on the false floor, they must succeed a DC 15 Dexterity saving throw or fall into the pit. The pit is 10 feet deep. Creatures that fall in the pit take 1d8 Piercing damage and must succeed a DC 14 Constitution saving throw or take an additional 1d4 Poison damage.
T3: Falling Rock Trap. This trap can be deactivated with a DC 20 Sleight of Hand check.
When a creature steps on the plate the trap activates, causing heavy rocks to fall on them from above. The triggering creature must make a DC 16 Dexterity saving throw, taking 3d6 Bludgeoning damage on a failed save, or half as much on a success.
T4: Arrow Trap. This trap can be disarmed with a DC 17 Sleight of Hand check.
When a creature activates the trap, a dart shoots out at them. The triggering creature must make a DC 16 Dexterity saving throw, taking 1d6 Piercing damage on a failed save, or half as much on a success.
Unless disarmed, the trap will reset after 1 minute. If the trap is still triggered when the trap resets, it activates again.
T5: Domination Trap. This trap can only be disarmed with a DC 18 Arcana check.
If a creature touches this item, they must make a DC 18 Constitution saving throw or become Stunned until the item is removed from them or the trap is disarmed.
Juvenile Intellect Devourer
Small Aberration, Lawful Evil
- Armor Class 11
- Hit Points 26
- Speed 30ft
STR DEX CON INT WIS CHA 4 (-3) 12 (+1) 14 (+2) 12 (+1) 12 (+1) 16 (+3)
- Skills Stealth +5
- Condition Immunities Exhaustion; Blinded, Frightened, Paralyzed, Poisoned
- Senses Blindsight 60ft, passive 12
- Languages Understands Deep Speech but can’t speak, telepathy 60 ft.
- Prof. Bonus +2
Mindsense. The Intellect Devourer is aware of the presence of creatures within 300ft of it that have an Intelligence of 3 or higher. It knows the relative distance and direction of each creature, regardless of physical barriers. Creatures under the effects of magic that protects the mind cannot be detected by the intellect devourer.
Actions
◆ Claws, +3 to hit. The Intellect Devourer slashes its claws, dealing 1d6+3 Slashing damage on a hit.
◆ Mental Siphon. The Intellect Devourer chooses one creature it can see within 30ft of it. The target must succeed on a DC 13 Intelligence saving throw or take 1d10 psychic damage.
If the target critically fails this saving throw, its Intelligence score is reduced by 1. If a creature's Intelligence score is reduced to 0 in this way, the target is Incapacitated until it regains at least 1 point of Intelligence (either from completing a long rest or from a Lesser Restoration spell or similar magic).
Mind Flayer Newborn
Medium Aberration, Lawful Evil
- Armor Class 15 (breastplate)
- Hit Points 70
- Speed 30ft hover, 30ft fly
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 15 (+2) 18 (+4) 17 (+3) 16 (+3)
- Saving Throws Intelligence +6, Charisma +6
- Skills Perception +6
- Senses Darkvision 120ft, passive 16
- Languages Deep Speech, Undercommon, telepathy 1 mile
- Prof. Bonus +3
Magic Resistance. The Mind Flayer has advantage on saving throws against spells and other magical effects.
Actions
◆ Tentacles +3 to hit, 10ft reach. The Mind Flayer lashes its tentacles at a creature, dealing 1d8+4 Psychic damage on a hit.
If the target is Large or smaller, it is grappled (escape DC 14).
◆ Mind Blast (Recharge 5-6). The Mind Flayer magically emits psychic energy in a 30ft cone. Each creature in that zone must make a DC 17 Intelligence saving throw. On a failed save, creatures take 2d10+4 Psychic damage and are Partially Paralyzed until the end of the Ulitharid's next turn.
◆ Extract Brain, +3 to hit, one incapacitated humanoid grappled by the Mind Flayer. The Mind Flayer attempts to extract a creature's brain from its skull, dealing 3d10 Piercing damage on a hit. If this damage reduces the target to 0 hit points, the Mind Flayer kills the target by extracting and devouring its brain.
◇ Telekinesis. As a bonus action, the Mind Flayer attempts to shove a creature with its psionics. The target must make a DC 15 Constitution saving throw. On a failed save the creature is moved up to 30ft in a direction of the Mind Flayer's choice.
◆ Innate Spellcasting (Psionics). The1Ulitharid casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).
- At Will: Detect Thoughts, Levitate
- 1/day each: Cause Fear, Suggestion, Enthrall, Sleep
Ulitharid Newborn
Medium Aberration, Lawful Evil
- Armor Class 15 (breastplate)
- Hit Points 70
- Speed 30ft hover, 30ft fly
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 15 (+2) 18 (+4) 17 (+3) 16 (+3)
- Saving Throws Intelligence +6, Charisma +6
- Skills Perception +6
- Senses Darkvision 120ft, passive 16
- Languages Deep Speech, Undercommon, telepathy 1 mile
- Prof. Bonus +3
Domineering Mind. When the Ulitharid enters combat, it takes Initiative Count 25.
Magic Resistance. The Ulitharid has advantage on saving throws against spells and other magical effects.
Creature Sense. The Ulitharid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can’t sense anything else about it. A creature protected by a Mind Blank spell, a Nondetection spell, or similar magic can’t be perceived in this manner.
Actions
◆ Tentacles +3 to hit, 10ft reach. The Ulitharid lashes its tentacles at a creature, dealing 1d8+4 Psychic damage on a hit.
If the target is Large or smaller, it is grappled (escape DC 14).
◆ Mind Blast (Recharge 5-6). The Ulitharid magically emits psychic energy in a 30ft cone. Each creature in that zone must make a DC 17 Intelligence saving throw. On a failed save, creatures take 2d10+4 Psychic damage and are Partially Paralyzed until the end of the Ulitharid's next turn. On a successful save, creatures take half that damage and are not Partially Paralyzed.
◆ Extract Brain, +3 to hit, one incapacitated humanoid grappled by the Ulitharid. The Ulitharid attempts to extract a creature's brain from its skull, dealing 3d10 Piercing damage on a hit. If this damage reduces the target to 0 hit points, the Ulitharid kills the target by extracting and devouring its brain.
◇ Telekinesis. As a bonus action, the Ulitharid attempts to shove a creature with its psionics. The target must make a DC 15 Constitution saving throw. On a failed save the creature is moved up to 30ft in a direction of the Ulitharid's choice.
◆ Innate Spellcasting (Psionics). The Ulitharid casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks).
- At Will: Detect Thoughts, Levitate
- 1/day each: Cause Fear, Enthrall, Suggestion, Sleep
Ulitharid (Revised)
Medium Aberration, Lawful Evil
- Armor Class 15 (breastplate)
- Hit Points 80
- Speed 30ft hover, 30ft fly
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 15 (+2) 20 (+5) 17 (+3) 16 (+3)
- Saving Throws Intelligence +10, Charisma +8
- Skills Perception +8
- Senses Darkvision 120ft, passive 18
- Languages Deep Speech, Undercommon, telepathy 2 miles
- Prof. Bonus +5
Domineering Mind. When the Ulitharid enters combat, it takes Initiative Count 25.
Magic Resistance. The Ulitharid has advantage on saving throws against spells and other magical effects.
Creature Sense. The Ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s intelligence score, but can’t sense anything else about it. A creature protected by a Mind Blank spell, a Nondetection spell, or similar magic can’t be perceived in this manner.
Psionic Hub. If an Elder Brain establishes a psychic link with the Ulitharid, the Elder Brain can form a psychic link with any other creature the Ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the Ulitharid and the elder brain. The Ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. If the Ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).
Actions
◆ Tentacles +5 to hit, 10ft reach. The Ulitharid lashes its tentacles at a creature, dealing 2d10+5 Psychic damage on a hit.
If the target is Large or smaller, it is grappled (escape DC 14).
◆ Mind Blast (Recharge 5-6). The Ulitharid magically emits psychic energy in a 30ft cone. Each creature in that zone must make a DC 17 Intelligence saving throw. On a failed save, creatures take 4d10+5 Psychic damage and are Partially Paralyzed until the end of the Ulitharid's next turn. On a successful save, creatures take half that damage and are not Partially Paralyzed.
◆ Extract Brain, +5 to hit, one incapacitated humanoid grappled by the Ulitharid. The Ulitharid attempts to extract a creature's brain from its skull, dealing 5d10 Piercing damage on a hit. If this damage reduces the target to 0 hit points, the Ulitharid kills the target by extracting and devouring its brain.
◇ Telekinesis. As a bonus action, the Ulitharid attempts to shove a creature with its psionics. The target must make a DC 15 Constitution saving throw. On a failed save the creature is moved up to 30ft in a direction of the Ulitharid's choice.
◆ Innate Spellcasting (Psionics). The Ulitharid casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 18, +9 to hit with spell attacks).
- At Will: Detect Thoughts, Levitate, Mind Sliver
- 1/day each: Cause Fear, Confusion, Enthrall, Mass Suggestion, Project image, Suggestion, Sleep