An adventure for characters level 4 to 6
Rikatovo was a rather ingenious beholder. It learned how to steal the life force from others to extend its natural lifespan as well as how to mummify itself to put it into a dormant state. One frightful summer Rikatovo’s plans were thwarted forcing it to retreat into one of its temples. Rikatovo mummified itself and set up a trap that would allow it to awaken again at a later date.100 years later, the gnomish anthropologist Bert Pillowvale was doing research on the old gods of the region and stumbled into Rikatovo’s trap. Now The beholder is slowly returning to its former glory as it eats the lifeforce of the gnome.
The college of histories are concerned that Bert Pillowvale has gotten into trouble on his sabbatical. They are aware of the ruins he was planning to research and hire the heroes to go there and see what caused his disappearance.
- Rikatovo is a **beholder zombie** with an intelligence and charisma of 11. It has awoken his **mummy** cultists to restore the temple.
- Rikatovo has 6 of his eyes placed throughout the temple which allows it to see everything that happens within, and allows it to use his rays at a distance. Each eye has a 10 AC and 2 HP.
- Entrance: This chamber has a sandy floor where incense burns to cover the smell of the dead inside. The left and right walls are carved to look like massive eyes with a glassy pupil. One of Rikatovo’s eyes is located in one of these glassy pupils.
Confusion Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or become confused as the *confusion* spell. At the end of each of its turns, the affected target can make a Wisdom saving throw. If it succeeds, this effect ends on the target.
- Shrine: This room is decorated in beautiful glyphs honoring Rikatovo. One of Rikatovo’s eyes is hidden in the elaborate decorations. There is a 15 foot diameter glyph of the beholder on the floor that deals (10)3d6 necrotic damage to anyone that steps on it. When this is done Rikatovo max hit points is increased by half the damage dealt to a maximum of 180 and its intelligence and charisma score increase by 1 to a maximum of 17. Bert pillowvale died when he triggered the trap and his corpse lay in the middle of the glyph.
Laser Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or take (22)4d10 radiant damage. If the target failed the saving throw by 5 or more they are also blinded for 1 hour.
- Mummy’s Tomb: This chamber has a mummy in the process of redonning his ceremonial garments as if he had just arrisen. His sarcophagus lays open on the far wall. One of Rikatovo’s eyes is placed within the sarcophagus lid as part of the decorations.
Silence Ray. For one minute, no sound can be created within or pass through a 10-foot-radius sphere centered on a point within 60 feet of the eye. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while inside it. Casting a spell that includes a verbal component is impossible there.
- Mummy’s Tomb: This chamber has a sarcophagus that lays open on the far wall. One of Rikatovo’s eyes is placed within the sarcophagus lid as part of the decorations.
Sickening Ray. The target creature must succeed on a DC 14 Constitution saving throw or gain a level of exhaustion.
- Preparations Chamber: This chamber has a 15 foot diameter hole in the floor and in the ceiling. The walls are covered in different tools and ingredients used in the mummification process. The mummy that was once entombed in room 4 is presently here mixing vials together to aid in Rikatovo’s awakening. One of Rikatovo’s eyes is floating in a jar of fluid mixed in with the other vials.
Sleep Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has on effect on constructs or undead.
- Treasury: This room is 50 feet above room 5. This room has 4 tapestries that cover its walls (100 gp each), 50 ornamental glass orbs (5 gp each)has a self playing harp that Rikatovo cherishes above all else, and the *sword of sharpness* that it used to sever his eye stalks. He also hid one of his eyes among the glass orbs.
Shoving Ray. The target creature must succeed on a DC 14 Strength saving throw or be pushed up to 20 feet.Rikotovo’s tomb: This chamber is 50’ below room 5. The one side of the room is dominated by the massive circular beholder sarcophagus. The rest of the room is filled up to a foot of murky brackish acid that deals 2d6 acid damage to anyone entering the acid pool for the first time on a turn or ends their turn there. Rikatovo remains hidden here until he is fully restored or until his treasury is threatened.