Tower of Ascension world illustration - Fantasy theme
Fantasy

Tower of Ascension

S
Sigaojao

In a ravaged world, a giant obsidian tower rises. Few are summoned inside. You are one of them.


Author's Note: Welcome, Ascended! The world outside lies in ruin, but within the Tower of Ascension, hope for a new beginning—or the end of everything—awaits. This tower stretches endlessly from Level 1 to Level 20, each level presenting unique environments, challenges, and monsters that test your strength, resolve, and intelligence. Portals guard the path to higher levels, each protected by formidable creatures. Will you be able to reach the top and uncover the truth? Tip: -When moving from one POI to anoher, tell Franz the coordinates.
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Created
218 days ago
Last Updated
18 days ago
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The Haunted Groundskeeper
CR 16Medium Undead
The Haunted Groundskeeper
HP Range150 - 180 (Avg: 165)
AC18
XP15000

Description

The Haunted Groundskeeper is a vengeful spirit tasked with keeping the restless dead in their graves. This undead creature wields a massive, cursed shovel that emits necromantic energy, allowing it to summon spirits from the earth. Its skeletal form glows faintly with a ghostly light, and its hollow eyes possess the power to bind the living in place, forcing them to confront the memories of their dead.

Details
SizeMedium
TypeUndead
CR16
XP15000
LanguagesCommon, Abyssal
Defenses
Armor Class18
HP Range150 - 180 (Avg: 165)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Cursed Shovel Strike

The Haunted Groundskeeper attacks with its massive shovel, dealing 2d10 + 5 slashing damage plus 2d8 necrotic damage.

Spectral Binding

The Haunted Groundskeeper locks eyes with a target, forcing them to make a Wisdom saving throw (DC 18) or become paralyzed for 1 minute, reliving the memories of their dead. A target can repeat the saving throw at the end of each of its turns.

Summon Restless Spirits

The Haunted Groundskeeper can summon a number of spectral spirits equal to half its CR (8) to aid it in combat. These spirits act on the Groundskeeper's initiative and fight for one minute before dissipating.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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