The Walk of The Dead: Written by - Mitchell "Ody" Edwards
The Walk of The Dead: Written by - Mitchell "Ody" Edwards
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The Walk of the Dead
Introduction
Deep under the city, stretching over 200 miles of winding tunnels. Walls and floors paved with the bones
of nearly ten million. The Walk of the Dead is an endless maze created to store the remains of those who
pass. To this day, The Walk of the Dead continues to be built upon by priests above and more sinister
things continue to build below.
It's said that the mad wizard Vingellion first began constructing the maze many centuries ago. He raised
the dead to bury the dead. Using their bone for brick and their flesh and blood for mortar, Vingellion
constructed his home.
Word escaped that Vingellion's underground bone house contained great treasures. Soon, adventurers
sought him out. Vingellion was never dismayed. The new building materials came freely to him, and so
he expanded further, and further. He created a maze of bone and bloodshed, filled with devastating
traps and puzzles, creating more undead to defend and build. All to keep his greedy enemies away.
Vingellion was getting old. At the center of the maze, Vingellion crafted his perfect tomb. To forever
goad the adventurers to come and die at the hands of the undead in hopes of treasure. To this day, his
undead minions serve him loyally, building and rebuilding the deep layers of the Walk of the Dead.
As of today, none have dared to set foot past the fifth floor of the Walk of the Dead. But rumors suggest
that the caves travel so deep, denizens of the underdark have found their way inside, and made their
new home in that unholy sanctum.
The Walk of the Dead takes place in an underground catacomb and can fit into any campaign setting.
This adventure is designed for adventuring parties of four to six players, ranging from levels 8 to 11. The
adventurers will face plenty of skill challenges, difficult combat, traps, and unique bosses. This gives
every class and character unique opportunities to shine.
The Dungeons and Dragons Monster Manual contains stat blocks for most of the monsters in this
adventure. There are a few exceptions that can be found below in the, "Monsters" section of this
adventure. As for magic items, access to the Dungeon Masters Guide for fifth edition is also useful for
loot your party may acquire.
The deeper your adventuring party goes, the harder the challenges become. It starts off relatively simple
with the first four floors being ran by thieves and outlaws, using the catacombs to hide out. As the party
delves deeper, they begin to run into the older sections, primarily inhabited by the undead. The
atmosphere gets darker and the walls and ceilings become shorter. Finally, after overcoming the
undead, the deepest depths of the Walk of the Dead, is home to Illithids who have made their home in
the maze to easily capture and enslave new members.
Adventure Structure
The walk of the dead takes place in a series of caves that lead deeper and deeper underground.
Completely surrounded by bone and earth.
The dungeon crawl takes place over eleven unique dungeon floors. These floors are split up again in
sections of four to represent the various factions that rule the areas. Every few floors (floors 4, 7 and 11)
are essentially boss rooms that guard the entrance to the next floor.
Floors one through four are overrun by bandits, outlaws, and cultists. Attempting to hide from the
guards on the surface, they create traps to protect themselves and their loot from other outlaws.
Floors five through seven are controlled by the undead. Old creations of Vingellion, under the control of
a new master. The undead continue to build and repair the cave structure and kill those who attempt to
pass. Most people who visit the Walk of the Dead, rarely travel beyond the third floor.
Floors nine and ten are controlled by Illithids and their slaves. They founded their home here for the
easy access to humanoid slaves and create devilish plans for one day assaulting the surface world. Their
master waits below on the eleventh floor.
One-Shot Mode
This dungeon was designed to take the course of two sessions to complete, or it can be One-Shotable if
you want your players to explore the dungeon and fight the boss for an exciting night of D&D. In order
to create a proper one-shot, I would suggest having your players create level 8 to 10 characters with a
few magic items, and starting on floor 4.
The First Floor - Thieves Den
Walls made of bone decorate the interior of this damp network of caves. Small torch sconces jut out
from corners, some lit, most not. The chittering of rats can be heard within the boney walls and through
the narrow corridors the sound of footfall on stone echo throughout the halls.
Encounters
The adventuring party will mostly be encountering petty thieves and brigands in this section. Many of
whom may not even want to battle and fear for their life down in the Walk of the Dead. But if backed
into a corner, or if the party enters the brigand’s territory, they won't go down without a fight.
Brigand
Dressed in old hides and scraps of chainmail armor, brigands are cut-throats that thrive off plundering
loot from their enemies and selling the goods to fences. Use the Bandit Captain stat block in the
Monster Manual on page 344.
Thieves
Wearing dark browns and faded black leathers, the thieves are stealthy and warry. The thieves tend to
not run directly into combat. Instead they watch their enemies from a distance and strike at the most
opportune time. Thieves will generally only attack if the players are currently engaged or wounded. Use
the Spy stat block in the Monster Manual on page 349
Traps
Crudely made and easy to spot traps line this area. Most of which are tripwires that when activated fire
darts or cause sound to alert others of danger.
Dart Traps
To find the trap, it requires a DC 12 perception check. (Passive perceptions higher automatically find the
trap.)
Disabling the trap requires a DC 10 sleight of hand check.
A player character who activates the trap makes a Dexterity saving throw (DC 10) on a failed save, the
target takes 1d6 piercing damage.
Sound Traps
To find the trap, it requires a DC 12 perception check. (Passive perceptions higher automatically find the
trap.)
Disabling the trap requires a DC 10 sleight of hand check.
A player character who activates this trap makes a Dexterity saving throw (DC 12) on a failed save, an
object falls creating a loud noise. This alerts dangerous enemies in the nearby area.
Blockages
This area isn't well maintained. As such, bones and stone fill passages, blocking off an area of travel. The
players can either find another route or attempt to dig through. Upon digging, they may take a point of
exhaustion, or use a long rest to remove the debris. In doing so leaves them open and digging creates a
lot of sound.
Puzzle
The door is magically sealed. Above the door on the bone archway reads the following clue, "The Forge
of Bone". Underneath it are the letters, "Hated Miths". The puzzle is an anagram for the secret phrase,
"Death Smith" when uttered in common, the door unlocks and allows the players through.
Players may use an insight check (DC 8) to receive a hint from the Dungeon Master. The hint is that
when you change the letters around in the second word, it creates the word, "Smith".
Treasure
Not much can be gained by pilfering the low lives that spend their days in the Walk. The players find
stolen goods that can range from 10 Copper pieces to a maximum of 1 gold piece.
Points of Interest
Three men sit around a lantern emitting a dim light. They stop their conversation to see the party enter.
They aren't immediately hostile, and if the players are kind, they even warn them of the trap connected
to the door.
They're willing to sell the magic lantern for 12 gold pieces. The magic lantern does not require
attunement and creates dim light in a 20-foot radius of the holder.
To turn the light on and off requires a command word. The command word is, "Shimmer".
Encounters
The adventuring party will mostly be encountering petty thieves and brigands again in this section. But
Cultists are now added to the mix. They worship the old one (or your world's equivalent) and lean more
towards cleric and warlock spells.
Brigand
Dressed in old hides and scraps of chainmail armor, brigands are cut-throats that thrive off plundering
loot from their enemies and selling the goods to a fence. Use the Bandit Captain stat block in the
Monster Manual on page 344.
Cultists
Fanatics who worship darker powers linger within the confines deeper in the catacombs. They're more
hostile than the thieves but try to keep their distance and use the basic magics taught to them to deliver
damage. Use the Cult Fanatic stat block in the Monster Manual on Page 345
Traps
The traps in this area are created in a better quality to the ones on the previous floor. Again, not greatly
made. But better than the ones on floor one, requiring a higher DC for all of their actions. The two trap
types are updated below.
Dart Traps
To find the trap, it requires a DC 13 perception check. (Passive perceptions higher automatically find the
trap.)
Disabling the trap requires a DC 11 Dexterity (sleight of hand) check.
A player character who activates the trap makes a Dexterity saving throw (DC 11) on a failed save, the
target takes 1d6 + 2 piercing damage.
Sound Traps
To find the trap, it requires a DC 13 perception check. (Passive perceptions higher automatically find the
trap.)
Disabling the trap requires a DC 11 sleight of hand check.
A player character who activates this trap makes a Dexterity saving throw (DC 13) on a failed save, an
object falls creating a loud noise. This alerts dangerous enemies in the nearby area.
Puzzle
The door is magically sealed. On each side of the door lies two pillars nearly five feet in height and made
of discolored bone. On top of one of the pillars is a crystal bowl with a line etched on the inside.
Underneath the bowl read, "Sacrifice of life". The other pillar boasts a magic crystal ball resting on a
skeletal hand. Under the hand it reads, "Sacrifice of soul". Both items are magically sealed to the pillar
and cannot be moved.
The puzzle requires the players to sacrifice blood to the bowl, causing the target player to sacrifice 2 hit
die (Or one hit die if two people were to give blood. For the orb, the puzzle requires the players to
sacrifice a spell slot of 1st level or higher.
Players may use a perception or Arcana check (DC 10) to receive a hint from the Dungeon Master. The
hint is that the orb pulls at your magic essence when you approach it. The bowl makes your heart beat
noticeable when you're near it.
Fall Point
In the north east corner of the map, in the map section 2.2. There is a five-foot by five-foot hole in the
ground. Magical darkness covers the hole after five feet. If a player drops an item, after a second they
hear it hit the ground. The players can use this fall point to traverse down if they're brave enough. It's a
40-foot fall, the players would require 50 feet of rope to get down safely. There is no place to attach the
rope to levy themselves down, however. (If the players jump, they take 4d6 bludgeoning damage.
Treasure
Not much can be gained by pilfering the low lives that spend their days in the Walk. The players find
stolen goods that can range from 10 Copper pieces to a maximum of 1 gold piece. In addition, in area
2.6, there is a cursed ring.
Points of Interest
2.6 A Ring
In the center of the room lies a pedestal. On top of the pedestal is a small wooden box with polished
brass bindings. Inside is a brass ring with a thin line of gold that runs through the center. This is a cursed
ring of binding. See the magic items section below for more information if you're going to use this in
your game.
This room is identical to the entry hall the players first entered through. Everything is simply reversed.
Two pillars made of pure bone reside next to the magically sealed stone door.
The Third Floor- Heart of the Cult
The party enters again, a familiar chamber. More lit, the ground underneath looks fairly worn and
well-traveled. Green glowing sigils line a few outcroppings of bone, emanating a pulse of psionic energy,
then slowly fade back to the dull yellows and crimson of the rotting bone and blood clay.
Encounters
Petty thieves and brigands know better than to cross the path of the Old One's cult. Those recruited to
protect the cult are trained killers however, Cult Zealots can be deadly in numbers, and bolster the
cultists magic power when working together.
Cult Zealot
Red dyed chainmail decorates the Zealot. They wield maces and charge in. Focusing on holding off the
approaching enemy while the cultists use their spells from behind. Use the Veteran stat block in the
Monster Manual on page 350.
Cultists
Fanatics who worship darker powers linger within the confines deeper in the catacombs. They're more
hostile than the thieves but try to keep their distance and use the basic magics taught to them to deliver
damage. Use the Cult Fanatic stat block in the Monster Manual on Page 345
Traps
The traps in this area are created in a better quality to the ones on the previous floor. Again, not greatly
made. But better than the ones on floor one, requiring a higher DC for all of their actions. The two trap
types are updated below.
Dart Traps
To find the trap, it requires a DC 15 Wisdom (perception) check. (Passive perceptions higher
automatically find the trap.)
Disabling the trap requires a DC 13 Dexterity (sleight of hand) check.
A player character who activates the trap makes a Dexterity saving throw (DC 11) on a failed save, the
target takes 1d6 + 4 piercing damage.
Arcane Traps
To find the trap, it requires a DC 14 Wisdom (perception) check. (Passive perceptions higher
automatically find the trap.)
Disabling the trap requires a DC 12 arcana check.
When activated, the trap explodes in a 15-foot cone. Creatures caught in the cone must makes a
Dexterity saving throw (DC 14) on a failed save, the target takes 4d6 fire damage, or half as much on a
failed save.
Puzzle
The door looks exactly like the previous stone doors in the last two floors. The only difference is there is
no altar, written words, or anything hinting it's a door to the next lower level. When opened, it looks like
normal. A tunnel leads down similar to the last two. Once the party passes through, searing pain
penetrates their mind. Each player that travels down the path takes 2d10 Psychic damage. Once they
reach the stone door and open it, they find themselves back at the entrance of the third floor.
Hidden Door
In the north east corner of the map, above section 3.5 lies the real exit to the fourth floor. To find the
door, it requires a DC 15 Wisdom (perception) check. (Passive perceptions higher automatically find the
hidden door.) Players may use a perception or insight check (DC 10) to receive a hint from the Dungeon
Master. The hint is that there are scratch marks on the floor.
Treasure
The players find strange holy idols laying around. They appear to be made of bone and one or two made
of copper.
Points of Interest
Arcane sigils line the center of the room. They emit a sickly green and teal energy. Two men in the back
are speaking eldritch words of invocation. Three men dressed in crimson chainmail rest at every
doorway that leads away from this room. When the party enters, one of the cultists speak up to seize
the group for sacrifice to the old one. The cultists break their circle and begin the fight. The eerie glow of
arcane magic remains in the center of the room until the cultists are dead.
Behind the North door and trap, lies a pile of crimson chainmail, maces, empty books, 2 minor health
potions, a Shield +1, 2 Amethyst gems (100gp), and 112 gold pieces, 77 silver pieces, 61 copper pieces.
(Feel free to change the loot based on your party, size, level, etc.)
3.3 Southern Chamber
4 Cult Zealots and 1 Cultist are in this room. The trap to the north is an Arcane Trap that activates only
when the door is opened from the north side.
Chairs and tables decorate this area. It appears to be a common room for most of the cultists. When the
players enter, the cultists rise and are aggressive. The man they saw earlier dashes through the southern
door and closes it behind him.
The scared cultist can be left alive and will reveal information on how to reach Godrik on a DC 14
Intimidation check, or a DC 16 persuasion check. The scared cultist will not reveal how to defeat Godrik,
or his abilities. He will mention Godrick is a fierce melee combatant. If asked about the cult, he reveals
they serve the great old one Corthilok (Core-Thill-lock). He enters their dreams and gives blessings of
magic and knowledge. He requires tribute of flesh blood be sent deeper into the catacombs so he may
devour them.
Fourth Floor - Godrik's Chamber
Fourth Floor Overview
The area is well lit. As the players enter through the doorway, a man sits cross legged on the floor.
Wearing finely crafted blackened elven chainmail, he holds his helmet in his lap. As the players enter, he
stands fully. The light reflects off his face to reveal elven features. He dawns his full helmet and pulls
both of his swords from their sheathes. "Blood for Corthilok" he says in a leveled voice and charges the
players.
Encounters
Godrik - Godrik is intelligent and deadly. He serves his master with conviction and draws upon the
powers given to him by Corthilok. Godrik wears Elven Chainmail +1 and wields 1 Magic Longsword +1
with a magic shortsword +1 in his off-hand. See Godrik below for his stat-block and Lair Actions.
Treasure
In addition to Godrik's magic equipment listed above, the party can also find 4 strange holy idols, 3
potions of healing, spell scroll of fireball, shortbow +1, 180gp, 260sp, 1100cp.
See full pdf or individual monster stat blocks for Godrick’s stats.
Godrik's Lair
Bones expand throughout the wide chamber, covering every surface available. Four great pillars hold
the ceiling from collapse. A ring of green fire lays in the center of the room. An elven man in crimson
chainmail sits cross-legged inside the fire. Two swords decorate his lap.
Lair Actions
On initiative count 20 (losing initiative ties), Godrik takes a lair action to cause on of the following
effects; Godrik can't use the same effect two rounds in a row:
- Reinforcements come through the entry hall door. Any two of Godrik's minions can enter through the
door, either a Cultist or a Cult Zealot.
- Godrik calls on the powers of his great old one patron. Corthilok blesses Godrik with fell energy,
regenerating 10 hit points at the end of Godriks next turn and makes his eldritch blast deal an additional
1d10 + 3 damage.
Fifth Floor - The Dead Call
No lights linger in this nearly forgotten sanctum. The shuffle of bones can be heard through the
corridors. The stone underneath is older, and the bones are rotted and unkempt.
Encounters
The time of petty brigands and thieves is over. No one has traveled these walks and lived to tell the tale
in some time. This is the home of the undead. Foul monstrosities created by the archmage Vingellion to
protect the lower levels and continue to add to the dead walls.
Bone Horror
Shifting piles of bones that create an amalgamation of terror. The bone horror senses the presence of
life and seeks to snuff it out to add to it's collection. Use the Ogre Zombie stat block in the Monster
Manual, on Page 316. The monster's size is medium.
Death Piercer
Stalking the walk of the dead, this deadly foe walks with eight limbs like a spider and are more magically
inclined. Preferring distance but still deadly in close quarters. Use the Bone Naga stat block in the
Monster Manual on Page 233.
Traps
Old traps with evil intent are placed throughout the decrepit halls. From pit falls, spears jutting from
walls, to the ol' closing walls traps.
Puzzle
A familiar exit bars the party’s way. In the door, an almost complete skeleton is semi-entombed in the
magically sealed door. Above the doorway reads, "Only those whole of courage may pass the gate."
Players may use an investigation or medicine check (DC 10) to receive a hint from the Dungeon Master.
The hint is that part of the skeleton in the doorway appears to be missing a bone. The recess the bone
leaves looks worn.
Treasure
There are no special treasures to be obtained in the fifth level of the walk of the dead.
Points of Interest
Encounters
The monsters here are tied to the magical key fragments located throughout the dungeon. When one of
the fragments are taken, they move into action.
Traps
Old traps with evil intent are placed throughout the decrepit halls. From pit falls, spears jutting from
walls, to the ol' closing walls traps.
Bone Piercer
Spears made of bone shoot from the walls, piercing the flesh and bone.
To find the trap, it requires a DC 16 perception or investigation check. (Passive perceptions higher
automatically find the trap.)
Disabling the trap requires a DC 15 Dexterity (Sleight of hand) check.
A player character who activates this trap makes a Dexterity saving throw (DC 16) on a failed save, target
takes 2d10 + 8 piercing damage or half as much on a successful save.
Treasure
There are no special treasures to be obtained in the Sixth level of the walk of the dead.
Points of Interest
Encounters
Corpsefeast - Corpsefeast is a giant spider, made entirely from bone, flesh, blood, and necromancy. It
wraps it's targets in crimson webs to consume their life force. With every kill, it absorbs the body of it's
prey to add to it's own.
See full pdf or individual monster stat blocks for Corpsefeast’s stats.
Treasure
In the room after the massive chamber, a horde of magical artifacts lays in the room. The following loot
is available:
4 healing potions, 30x Ammunition +1, Animated Shield (DMG Pg.151), Belt of Dwarven Kind (DMG
Pg.155), a Cloak of Arachnida (DMG Pg.158). In addition, the party also finds 14 platinum pieces, 86 gold
pieces, and 320 silver pieces.
Corpsefeast's Lair
Crimson webs span from ceiling to floor. The floor of the cavern itself is covered in a thick viscous
webbing. Those that wander willingly into Corpsefeast's lair, are never heard from again.
Lair Actions
On initiative count 20 (losing initiative ties), Godrik takes a lair action to cause on of the following
effects; Corpsefeast can't use the same effect two rounds in a row:
- Corpsefeast calls down massive stalagmites to fall on up to three enemies it can see. Target makes a DC
15 Dexterity Saving Throw. On a failed save, target takes 6 (2d6) Piercing damage, and no damage on a
success.
- Blood red hands made of webbing spring from the ground attempting to restrain a target Corpsefeast
can see. Target makes a DC 14 Strength Saving Throw or are considered grappled and restrained.
Eighth Floor - Horror of the Mind
An eerie green light dimly floats in the halls. Picks striking stone can be heard throughout the chambers.
The bones that decorate the wall are more animalistic in nature down here. Beasts and creature's skulls
line the wide-open corridors.
Encounters
Mind Flayer Slaves
Quaggoths, Ogres, Cultists, Goblins, Gnolls, Duergar. They all share the same fate of those that cross
paths with the Mindflayer. From this point on, it's up to you as the dungeon master to decide the
encounter difficulty. Mix and match the above listed monsters, or add other underdark monstrosities to
overwhelm your party. When their Mind flayer master is killed The slaves turn on any Mind flayers and
anyone else that gets in it's way. They find the nearest exit back to the underdark which can be found
in-between floors 8 & 9.
Mind flayer
Mind flayers send their slaves to overwhelm their foes as they wait in the back for a time to strike. Using
their psionic energies to create more slaves and consuming the brains of those unnecessary. Use the
Mind flayer statblock on page 222 of the Monster Manual.
When the Mind flayer is killed, it loses control over its slaves. The slaves turn on any Mind flayers and
anyone else that gets in its way.
Traps
The mind flayers deep below don't use traps. Their creatures are too slow minded and they can't be
bothered having their slaves dying to precautions too often. Instead they use their psionic abilities to
communicate with their master, Corthilok.
Treasure
Valuable gems and resources can be found through-out the dungeon. The Mind flayers leave minor
health potions for their slaves to continue working without tire. Most commonly, iron ore, emeralds,
and silver ore can be found being mined.
.3 The Illithid
8
There are Two Mind flayer Slaves and One Mind flayer in this area
If the players did not initiate combat with the slaves in area 8.2, Five Mind flayer Slaves enter the battle
after two rounds of combat from area 8.2.
If the Mind flayer is last to live, he retreats south to area 8.6 for reinforcements.
Encounters
Mind Flayer Slaves
Quaggoths, Ogres, Cultists, Goblins, Gnolls, Duergar. They all share the same fate of those that cross
paths with the Mindflayer. From this point on, it's up to you as the dungeon master to decide the
encounter difficulty. Mix and match the above listed monsters, or add other underdark monstrosities to
overwhelm your party. When their Mind flayer master is killed The slaves turn on any Mind flayers and
anyone else that gets in it's way. They find the nearest exit back to the underdark which can be found
in-between floors 8 & 9.
Mind flayer
Mind flayers send their slaves to overwhelm their foes as they wait in the back for a time to strike. Using
their psionic energies to create more slaves and consuming the brains of those unnecessary. Use the
Mind flayer statblock on page 222 of the Monster Manual.
When the Mind flayer is killed, it loses control over its slaves. The slaves turn on any Mind flayers and
anyone else that gets in its way.
Traps
The mind flayers deep below don't use traps. Their creatures are too slow minded and they can't be
bothered having their slaves dying to precautions too often. Instead they use their psionic abilities to
communicate with their master, Corthilok.
Treasure
Valuable gems and resources can be found through-out the dungeon. The Mind flayers leave minor
health potions for their slaves to continue working without tire. Most commonly, iron ore, emeralds,
and silver ore can be found being mined.
9.6 Armory
There are Three Mind flayer Slaves and One Mind flayer in this area.
Not as much an armory per-say. This is where slaves are outfitted with pickaxes and other tools for
mining.
9.10 Descension
There are Two Mind flayer Slaves and One Mind flayer in this area.
At the back of the room is an intricate stairway that descends to the tenth floor.
Tenth Floor - Pit Below
The room is well lit. No monsters entertain this area. In the center of the room, a massive pit opens
wide. Around the pit, dried blood stains the stonework. Peering into the abyss, only darkness lingers.
Across the pit lies a massive doorway, 20 feet wide, and 40 feet tall. Massive bars block the door from
opening. There are 3 levels on either side of the room. When a lever is pulled, some of the massive bars
blocking the door move and shift.
The Pit
The pit in the center is a 200 foot fall. The players are more than welcome to jump into the pit. It leads
to the eleventh floor and final room in the dungeon crawl. Without slowfall, a character who jumps
down the pit takes 20d6 Bludgeoning damage.
Lever Puzzle
The puzzle for opening the door is a good ol' fashioned lever puzzle. Pull one, the bars on the door shift.
When the players first enter the room, all levers are faced down. In order for the door to be open, four
of the six levers must be in the up position, and 2 must be in the down position.
Final Floor - Corthilok The Devourer
Corthilok is a terrifying monstrous being. A crime against nature, Corthilok was once a great black
dragon, infected with the brain maggot of a mind flayer. Creating a disgusting deformed dragon with
tendrils like an illithid. It's powers match that of an elder brain, and communicates with the players.
Treasure
After Corthilok is destroyed, at the back of the chamber is a horde of items. The following loot is
available:
Light, medium, and heavy armor +2, Large bag of holding, Boots of levitation, Belt of Hill Giant Strength,
Carpet of Flying (5 ft. x 7 ft.), Obsidian Steed Figurine, Headband of Intellect, 192 Platinum Pieces, 1,744
Gold Pieces, 4,321 Silver Pieces.
See full pdf or individual monster stat blocks for Corthilok’s stats.
Lair
I have opted not to include lair actions for Corthilok. I feel as though he is extremely powerful as is, and
will be a challenge for any adventuring party. If you would like to include lair actions, creating a psionic
mist in a 10-foot radius on a point, falling stalagmites, or something involving other Mind Flayer abilities
would suffice.