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Monster Manual Encounters #13

Bulette

Art by Ethan Myerson, a.k.a Vorpal Pen (@VorpalPen) (Used with permission)
Encounter Design by Michael Loving a.k.a. Captain MEL (@OG_Captain_MEL)
Bulette

T
his adventure takes place in a sleepy town with The Bulette's Lair
an ancient history, dedicated to the neutral god Although the group can attempt to draw the bulette to the
of the dead. The characters must face a surface and fight it there, other adventurers have attempted
creature in its lair where it will be able to this tactic already - the bulette fights until it takes a serious
outmaneuver them, and should prepare to injury, then retreats to its lair when it realizes its "prey" is
prevent it from escaping if they wish to claim better equipped than it was expecting. The faithful of the
their full reward. Keeper know approximately where in the catacombs the
bulette has settled, and will suggest the party fight it there so
The town of Oldchurch has a problem: A very it has nowhere to run. Two priests will lead them below, both
hungry problem made of claws, teeth, and an to ensure they do not get lost, and to see that they do not...
insatiable hunger. A bulette has recently claimed "liberate" any treasures of the peaceful dead. The catacombs
the small community as its hunting grounds, and are massive, labyrinthine, and riddled with traps designed
has been devouring livestock and citizens alike on capture or incapacitate grave robbers. Without the priests to
its rampages. To add insult to injury, the bulette guide them, finding the bulette beneath the surface would be
has burrowed into the crypt complex below a daunting task.
Oldchurch, and has established a lair within. The bulette has settled into the western wing of the
Understandably upset by this unwelcome guest, catacombs, and the priests have learned that if they get too
Oldchurch and the priests of the dead who close it can sense the vibrations of their footfalls. The party's
maintain the crypts have posted a bounty on the guides will stop before they reach this point, and give them
creature: 100 gold crowns to drive the bulette
away, or 250 if the beast is slain.
directions to reach the bulette's lair from there. The path is
relatively straightforward, most of the halls and offshoot
corridors eventually rejoining the main passageway. While
there are a few traps here, the bulette has either triggered or
Oldchurch unintentionally deactivated many of them. There are some
Oldchurch is a small community which is named after and burial goods the characters could loot, but any large or
has grown up around an ancient temple dedicated to the obvious treasures would quickly be missed by the priests of
Keeper of Bones, the god of the dead and the afterlife. The the Keeper.
"town" consists of little more than a few humble dwellings Unless they have a way to circumvent the bulette's
and the fields surrounding them, a general store, apothecary, tremorsense, it will feel them coming before they reach it,
lawmaster's office, and of course the temple complex. and burrow into the floor and begin to hunt them. When they
The temple to the Keeper is the largest surface structure reach it (or it reaches them), read the following:
within Oldchurch. The sanctuary is a large stone building
with frosted glass windows held in place by wrought You feel it approaching before you see it: a faint
ironwork; the interior decorations are plain but functional, vibration in the floor beneath your feet, a low
emphasizing the futility of excesses during one's limited rumbling which rattles the bones stacked in their
mortal life. Despite this, the priests are friendly and the alcoves beside you. Moments later, you see a row
Keeper is respected, for regardless of faith all men die of cobblestones popping loose from their careful
eventually and it is the Keeper who ushers the dead safely placement as a large shape tunnels below them -
into the afterlife. Besides the sanctuary, the temple complex headed directly towards you. With an explosion of
also includes a monastery where the priests and their dirt and debris, a massive, armored head bursts out
acolytes dwell, a feasting hall, and the entrance to the of the ground, its gaping jaws lined with rows of
catacombs. razor sharp teeth.
The catacombs beneath the church are even more ancient
than the temple above them, and are a maze of twisting,
bone-lined burial halls criss-crossed by tunnels, crypts, and At this time, the bulette is simply defending its territory. It
other additions added by later builders. Only the Keeper's anticipates panicked flight from the party, not armed
faithful know the safe paths through the tombs and can resistance. If there are any halflings in the party, however, the
navigate them without losing their way or falling victim to one bulette will happily target its favorite food.
of the many traps employed to prevent grave-plundering. The
priests regularly patrol the pathways of the sprawling
necropolis, and between their careful monitoring and the
myriad of traps, the catacombs are remarkably clear of
dangerous creatures... except, of course, the bulette.

2
The corridor the bulette attacks in is narrow, too narrow for The Stacks
the bulette to fully emerge from the ground, so it will
constantly burrow in and out of the floor, walls, and ceiling to
attack, trying to catch characters off-guard. The cover the Ahead of you, an arched doorway leads into a larger
bulette gains from being partially buried means that room beyond. Ducking through, you are surprised
opportunity attacks to hit it are made with disadvantage, but to find yourself in a large ossuary, the ceiling
while underground its own opportunity attacks are also made stretching away almost twenty feet over your
with disadvantage. heads, with towering stacks of bones arranged like
If the party stays in the narrow hallway, the bulette's library shelves filling the rest of the space. You feel
burrowing quickly begins to weaken the tunnel supports. The the bulette approaching, and realize this may the
second time it moves, have the characters make a DC 12 best place to make your stand.
Intelligence (Perception) or Wisdom (Perception) check
(their choice). Any character who succeeds will notice serious
cracks starting to spread along the walls and ceiling in the At almost 50 feet square, the Stacks is by far the largest
local area, and believes if the bulette makes another hole "open space" within the catacombs, though it is crowded by
within 30 feet of their current position the tunnel will rows and rows of arranged bones. Each stack of bones is just
probably collapse. over ten feet tall and two feet wide, the aisles between them
At this point the players will have a choice to stand their only three feet wide; medium characters can move through
ground and risk the tunnel collapsing, or to conduct a fighting this space, but cannot squeeze past one another in combat.
withdrawal. Each time the bulette emerges to attack a The arrangement of bones makes it easy for characters to
character within 30 feet of its previous position, roll a d20. If climb up them and onto the top, which will prevent the
the result is 1-5, the tunnel immediately collapses; on a 6-10 bulette from ambushing them by bursting out of the ground.
the ceiling begins to collapse, and characters have 1 round to While fighting in the Stacks, the bulette simply smashes its
clear the area before it comes down; on an 11-15 characters way through the bones, sending them scattering as it bursts
in the area must make a DC 13 Dexterity Saving throw or be through shelf after shelf as it hunts the intruders.
struck by large chunks of the ceiling which fall without the
tunnel outright collapsing; and on a 16 or higher the ceiling Defeating the Bulette
holds together. For each additional hole the bulette creates During the battle, monitor the bulette's HP. When it reaches
beyond this, roll twice and keep the lower result. If the less than 50% of its maximum HP, the bulette becomes more
players decide to fight on the move, they have a few options. aggressive, focusing its attacks on the nearest characters and
The tunnel they first encounter the bulette in doesn't meet no longer moving around to target a variety of heroes. When
back up with the rest of the catacombs where the priests are it drops below 20% of its maximum HP, the bulette's survival
waiting for a few hundred feet of twisting corridors - however instincts kick in and it will look for an escape - maiming a
the bulette has an advantage in being able to move through character, burying them under rubble, or grabbing and
the walls, unlike the characters who must follow the zig- dragging them beneath the surface for their friends to dig out
zagging hallways. while the bulette flees. Once it reaches a wall, it will burrow
Alternatively, the western wing of the catacombs where the inside, at which point the party is likely to lose it unless they
characters are is also where the largest subterranean room is can burrow after it themselves. Because it travels
located: called the Stacks by the faithful of the Keeper. underground, tracking it on the surface will be extremely
difficult without magical assistance.

3
Conclusion
If the characters defeat the bulette, the priests happily pay
them their reward, and gift them with a Periapt of Wound
Closure to ensure they do not meet the Keeper before their
appointed time.
If the bulette escapes, the priests will wait a full day to
ensure it does not return (it doesn't). During this time, they
will also survey the damage to the catacombs. If any of the
players stole anything from the crypts, it is possible the
priests will notice the theft; although they won't accuse the
group of anything, they will casually give the characters an
opportunity to return any objects they may have "accidentally"
forgotten to return during the battle. If the characters return
the goods, the priests will nod and bestow a blessing and
award the group their 100gp for driving the bulette away. In
the event they feign ignorance and keep the stolen goods, the
priests give them their reward along with a "token of the
Keeper" - two copper pennies taken from the eyes of a dead
man, ritualistically placed upon a corpse to pay the soul's toll
to reach the afterlife.
These coins are cursed - once bestowed, they cannot be
discarded except by being laid upon the eyes of an innocent
saved from an untimely death (or by casting Remove Curse);
attempts to remove them by other means fail, as the coins
teleport back to the character's purse or pocket when they get
more than 20 feet away. Other priests will recognize the
curse if they are asked to lift it, and will refuse to do so - as
the priests of the Keeper mentioned, all faiths respect the
Keeper of Bones. The curse upon the coins affects the
bearer's death saving throws: While under the Bonekeeper's
Curse, rolling a 10 on a death saving throw is considered a
failure rather than a success, and rolling a 20 is considered
two successes but does not automatically stabilize the
affected creature nor return it to consciousness with 1 HP.
Unless the characters cast Detect Magic, there is no other
indication that the coins are magical, and they should not be
aware of the curse until it first affects them.

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