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Returning 35 results for '11 sites'.
Classes
Player’s Handbook
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Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
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+3
Elemental Fury
3
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Monsters
Acquisitions Incorporated
Hide action as a bonus action.Multiattack. The ancient deep crow makes three attacks: one with its mandibles and two with its claws.
Mandibles. Melee Weapon Attack: +11;{"diceNotation":"1d20+11
damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target.
Claw. Melee Weapon Attack: +11
Monsters
Strixhaven: A Curriculum of Chaos
.
Agonizing Burst. Melee or Ranged Spell Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Agonizing Burst"} to hit, reach 10 ft. or range 120 ft., one target. Hit: 11 (2d10
the fiends’ tendency to lurk near battlefields and other sites of great tragedy to consume the anguish saturating the area.
Daemogoths are creatures of forbidden knowledge and magic, all fueled
Monsters
Planescape: Adventures in the Multiverse
lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed.
A
darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP).
Lair Actions
On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"piercing"} piercing damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"radiant"} radiant damage.
Claw. Melee Weapon Attack: +13
, and placid lakes are among their favorite sites. Their whimsical nature makes them more likely than other dragons to establish multiple lairs even at a young age. They link their scattered sites with
Monsters
Fizban's Treasury of Dragons
wake.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one
", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage.
Claw. Melee Weapon Attack: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"piercing"} piercing damage plus 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"poison"} poison damage.
Claw. Melee Weapon Attack: +12
no creatures are within reach, or the target can’t take a reaction, it takes 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Commanding Spores", "rollDamageType":"psychic
monsters
roll as a 5 or 15. It may also apply this effect to up to six willing creatures it can see.Multiattack. The Yithian makes two Snapping Claw attacks.
Snapping Claw. Melee Attack Roll: +11;{"diceNotation
":"1d20+11", "rollType":"to hit", "rollAction":"Snapping Claw"}, reach 15 ft. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7", "rollType":"damage", "rollAction":"Snapping Claw", "rollDamageType":"Slashing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Sanctuaries Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air
-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Sanctuaries Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air
-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mage Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mage Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +6, Wis +4
Skills Arcana +6, History +6
Senses passive Perception 11
Languages any four languages
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wilderness Features No wilderness map is complete without a few settlements, strongholds, ruins, and other sites worthy of discovery. A dozen such locations scattered over an area roughly 50 miles
or cliff 5–6 Intact obelisk etched with a warning, historical lore, dedication, or religious iconography 7–8 Ruined or toppled obelisk 9–10 Intact statue of a person or deity 11–13 Ruined or toppled
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wilderness Features No wilderness map is complete without a few settlements, strongholds, ruins, and other sites worthy of discovery. A dozen such locations scattered over an area roughly 50 miles
or cliff 5–6 Intact obelisk etched with a warning, historical lore, dedication, or religious iconography 7–8 Ruined or toppled obelisk 9–10 Intact statue of a person or deity 11–13 Ruined or toppled
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
Initiative +0 (10)
HP 114 (12d10 + 48)
Speed 40 ft.
Mod Save
Str 20 +5 +5
Dex 11 +0 +0
Con 18 +4 +4
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 7
Compendium
- Sources->Dungeons & Dragons->Monster Manual
times. When roused to action—particularly when sites of ancient wonder or their homes are threatened—stone giants can unleash the might of mountains and crush foes with the force of an avalanche. Stone
: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
Initiative +0 (10)
HP 114 (12d10 + 48)
Speed 40 ft.
Mod Save
Str 20 +5 +5
Dex 11 +0 +0
Con 18 +4 +4
Mod Save
Int 2 −4 −4
Wis 12 +1 +1
Cha 7
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
construct, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
2(−4)
DEX
10(+0)
CON
11(+0)
INT
1(−5)
WIS
10(+0)
CHA
1(−5)
Skills Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Living Spell Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell effects that refuse to dissipate. These so-called living spells haunt the places
construct, unaligned
Armor Class 10
Hit Points 4 (1d8)
Speed 30 ft.
STR
2(−4)
DEX
10(+0)
CON
11(+0)
INT
1(−5)
WIS
10(+0)
CHA
1(−5)
Skills Perception
Compendium
- Sources->Dungeons & Dragons->Monster Manual
times. When roused to action—particularly when sites of ancient wonder or their homes are threatened—stone giants can unleash the might of mountains and crush foes with the force of an avalanche. Stone
: The giant is hit by a ranged attack roll and takes Bludgeoning, Piercing, or Slashing damage from it. Response: The giant reduces the damage it takes from the attack by 11 (1d10 + 6), and if that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11
+ 8)
Speed 30 ft.
Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1
Skills
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Humanoid, Neutral
AC 12 Initiative +1 (11)
HP 9 (2d8)
Speed 30 ft.
Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11
+ 8)
Speed 30 ft.
Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1
Skills
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Initiative +1 (11)
HP 51 (6d10 + 18)
Speed 30 ft., Climb 30 ft.
Mod Save
Str 14 +2 +2
Dex 13 +1 +1
Con 16 +3 +3
Mod Save
Int 1 −5 −5
Wis 12 +1
, plains, and sites of primeval power. With upper bodies like humans’ and the lower bodies of horses, centaurs charge into battle against those who would harm their allies.
Centaur Warden Centaur wardens
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Initiative +1 (11)
HP 51 (6d10 + 18)
Speed 30 ft., Climb 30 ft.
Mod Save
Str 14 +2 +2
Dex 13 +1 +1
Con 16 +3 +3
Mod Save
Int 1 −5 −5
Wis 12 +1
, plains, and sites of primeval power. With upper bodies like humans’ and the lower bodies of horses, centaurs charge into battle against those who would harm their allies.
Centaur Warden Centaur wardens
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
) Poison damage.
Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 11 (2d8 + 2) Poison damage.
Bonus Actions
Petrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
) Poison damage.
Poison Ray. Ranged Attack Roll: +5, range 150 ft. Hit: 11 (2d8 + 2) Poison damage.
Bonus Actions
Petrifying Gaze (Recharge 5–6). Constitution Saving Throw: DC 13, each creature in a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
A Darkweaver’s Lair Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where
they can weave webs of shadow undisturbed. A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions On initiative count 20 (losing initiative ties), a darkweaver can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
A Darkweaver’s Lair Darkweavers dwell in lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where
they can weave webs of shadow undisturbed. A darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP). Lair Actions On initiative count 20 (losing initiative ties), a darkweaver can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
found in abandoned dragon lairs, temples to Tiamat, or other sites associated with the dragons they love. Dragonflesh Abomination
Huge Monstrosity, Typically Neutral Evil
Armor Class 15 (natural
Throws Str +7, Con +6
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages understands Common and Draconic but can’t speak
Challenge 6 (2,300 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Monster Manual
blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods. Brazen Gorgon Large Construct, Unaligned
AC 19 Initiative +2 (12)
HP 161 (17d10 + 68)
Speed 40 ft.
Mod Save
makes two Gore attacks.
Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage plus 10 (3d6) Fire damage.
Smelting Charge (Recharge 5–6). The gorgon moves up to its Speed
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
found in abandoned dragon lairs, temples to Tiamat, or other sites associated with the dragons they love. Dragonflesh Abomination
Huge Monstrosity, Typically Neutral Evil
Armor Class 15 (natural
Throws Str +7, Con +6
Condition Immunities charmed, frightened, poisoned
Senses passive Perception 11
Languages understands Common and Draconic but can’t speak
Challenge 6 (2,300 XP) Proficiency
Compendium
- Sources->Dungeons & Dragons->Monster Manual
blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods. Brazen Gorgon Large Construct, Unaligned
AC 19 Initiative +2 (12)
HP 161 (17d10 + 68)
Speed 40 ft.
Mod Save
makes two Gore attacks.
Gore. Melee Attack Roll: +8, reach 5 ft. Hit: 11 (2d6 + 4) Piercing damage plus 10 (3d6) Fire damage.
Smelting Charge (Recharge 5–6). The gorgon moves up to its Speed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kraken Lairs Kraken lairs tend to be sunken temples, eldritch ritual sites, or primeval places of divine power. They might lie deep beneath bodies of fresh or salt water, and they often connect to
), Chaotic Evil
AC 18 Initiative +14 (24)
HP 481 (26d20 + 208)
Speed 30 ft., Swim 120 ft.
Mod Save
Str 30 +10 +17
Dex 11 +0 +7
Con 26 +8 +15
Mod Save
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
lickers, owing to the fiends’ tendency to lurk near battlefields and other sites of great tragedy to consume the anguish saturating the area. Daemogoths are creatures of forbidden knowledge and magic, all
target. Hit: 11 (2d10) force damage. If the target is a creature, the daemogoth regains 5 hit points.
Terrify (Recharge 4–6). The daemogoth targets one creature it can see within 120 feet of itself
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Asking around about what’s going on in town or points the party toward the following NPCs: Outlaws are lurking out on the Cairn Road, but Constable Harburk (area 11) hasn’t found anything. Minthra
their own, allow them to explore the site whenever they find it. If the adventurers don’t find the tomb or explore other sites nearby first, the tomb’s secret is revealed by the appearance of a large