Stockyards of Elis (D&D 5E Bonus Content for ‘In the Footsteps of Hercules’)

Stockyards of Elis (D&D 5E Bonus Content for ‘In the Footsteps of Hercules’)

This post is dedicated to D&D 5E bonus content for Skirmisher Publishing’s “In the Footsteps of Hercules” system-free sourcebook and it can be used in conjunction with it or any other way a storyteller desires. Be sure to also check out the section of ‘In the Footsteps of Hercules’ Bonus Content on this site for more material of this sort!

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One of the stops on the Footsteps of Hercules pilgrimage trail is the city of Elis and its stockyards, which are located on the site of the ancient “Augean stables” that Hercules was obligated to clean as one of his 12 Labors.

Typical votive acts performed by pilgrims visiting the site include making offerings at the temple dedicated to Hercules and the river gods Alpheus and Peneus, removing some quantity of dung from the adjacent municipal stockyards, and obtaining a souvenir of the trail (e.g., decorated jars with water from the sacred rivers, a small shovel).

In the map shown above, each square is equal to 10 feet: At the north end can be seen the banks of the Peneus River and platforms used for disposing of dung into it; in the northwest corner can be seen a knacker where animals that have died from illness or injury are rendered; in the middle can be see pens where animals are kept while they are being bought and sold, large yellow for cattle, large blue for horses, small pink for swine, small yellow for fowl, and small white for sheep and goats; in the southeast quarter are three builidings used for administration, money-changing, and the like; and at the south end can be seen the three open-air pavilions of the shrine dedicated to the deities Hercules, Alpheus, and Peneus.

As one the Adventure Hooks in “In the Footsteps of Hercules” notes, while the characters are at or around the municipal stables of Elis some malicious personage may contrive to conjure an elemental spirit into a large quantity of dung (e.g., a priestess of Hera, who may even attempt to implicate the party). A giant monstrosity will then rise up in a mocking semblance of Hercules himself and begin to rampage through the stockyards, making its way toward the temple of Hercules and the river gods. If it reaches the sanctuary of the temple it will collapse, spattering dung everywhere and defiling the holy site to the extent that it will be unusable until it has been fully re-consecrated. Following is an entry for such a monstrosity.

 

Excremental

This monstrosity is a great pile of dung that has been animated by having an elemental spirit summoned into it.

Excremental

Large Elemental, neutral

Armor Class: 11 (natural armor)

Hit Points: 114 (12d10+48)

Speed: 30 ft.

STR             DEX             CON             INT               WIS              CHA

18 (+4)         8 (-1)           18 (+4)         5 (-3)                      10 (+0)         3 (-4)

Damage Resistances: Bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities: Poison

Condition Immunities: Exhaustion, paralyzed, petrified, poisoned, unconscious

Senses: Darkvision 60 ft., passive Perception 10

Languages: Terran

Challenge: 4 (1,100 XP)

Water Susceptibility. For every 5 feet the Excremental moves in water, or for every gallon of water splashed on it, it takes 1 acid damage.

          Water effects that cause damage inflict double damage to this monster and inflict acid damage to it and it has disadvantage on applicable saving throws to avoid or reduce damage (e.g., the “Geyser” effect of a Decanter of Endless Water will inflict 2d4 acid damage rather than 1d4 bludgeoning damage, but the save to avoid being knocked prone will not be made with disadvantage).

          Water-producing spells that do not normally inflict damage will, at the storyteller’s option, inflict up to 1d6 acid damage per level of the spell or spell slot used to cast them (e.g., Create or Destroy Water used to make rain fall on an Excremental will inflict 1d6 acid damage if cast with a 1st-level spell slot, 2d6 acid damage if cast with a 2nd-level spell slot, etc.).

          For every flask of water from the Alpheus or Peneus Rivers splashed on the Excremental it takes 2d6 radiant damage.

Diminished by Dissolution: An Excremental that loses half or more of its hit points from damage inflicted by water will attack and make Strength checks with disadvantage, and its attacks will inflict only 6 (2d6-1) damage.

Self Repair. An Excremental that takes a short rest in an area full of dung can completely restore any hit points it has lost.  

Actions

Multiattack. An Excremental makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) bludgeoning damage.

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