Spectres of the Dead

Spooky spectres and ghoulish ghosts await any who dare to read the descriptions of this damned family.

Jump Scare.

If encountered in the dark, you always go first and you start the encounter with 2 × LVL temporary hit points.

Lvl 1 small

6030
Empty Soul.

Creatures who look at you for a significant period of time (long enough to perform an action against you) must make a DC 10 WIL save or become Dazed for one turn.

  • Dark Fire.1d12+1

    Range: 4

Soul cages are iron lanterns that are occupied by an undead spirit. They burn a dark fire which smothers candles and other weaker light sources.

Lvl 5

630
Incorporeal Movement.

You can move through solid objects as if they weren't solid, but if you end your turn in an object you are forced out of it and take 1d12 damage.

  • Banshee's Wail.

    Creatures within Reach: 3 must make a DC 9 constitution saving throw or suffer a wound.

Level 10 Solo Large Undead Gatekeeper

300
WIL+++
Mundane Resistance.

She has heavy armor against nonmagical weapons.

After each hero's turn, choose one.
  • Call the Help (once).

    Summon 1 Soul Cage per hero and 1 Zombie per hero in an open and empty doorway (each creature must appear in a unique open doorway), then teleport to an open and empty doorway.

  • Slam (once).

    Attack each creature of your choice within Reach: 2 of an open doorway for 2d4+5.

  • Open The Doors (Once).

    Open all unlocked doors in the house.

  • Make Way!

    Open five unlocked doors within sight, teleport to an open and empty doorway, then attack a creature within Reach: 3 for 2d4+5. Regain all uses of your (Once) abilities.

BLOODIED:

At 150 HP, doors in the house now require a DC 10 Might check to close.

LAST STAND:

The Master of the House is dying! 100 more damage and she is dead! She now can slam twice whenever she slams.

Some heroes find themselves investigating haunted houses through their travel, and all pray they never enter a mansion ruled by an undead known as The Master of the House.

The Master of the House is an eight foot tall undead woman with countless hands. She always appears only in the room of a house with the most doors - usually the main entrance - and only after heroes have explored her haunted house and found the keys needed to escape. She ensures that they do not.

The Master of the House relies on the doorways to fight. She will be teleporting around the room, doorway to doorway, and will summon enemies from them as well. Because of this, her difficulty is very much based on her lair. The more doors in the lair, the more powerful she is. You should push the players towards realizing this (when they assess, make sure to stress the importance of open and empty doorways) and encourage their creative ways of disabling the door powers. Perhaps you include extra furniture in the room that they can use to turn even opened doors into blocked doorways.

The battle can get even more fun (and difficult!) if you are playing in a way that allows for the entire mansion to be the battle map. More doors equals more opportunities!

Don't forget that closing a door is free once per turn, but after that they will need to start utilizing their actions. I would recommend that they may close one additional door for each move action they take, but it is up to you to determine if you want to use that ruling.