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Returning 35 results for '12 have of halls'.
Other Suggestions:
12 have of half
12 have of hands
12 have of holds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Candlelit Halls The walls of these 10-foot-high corridors and chambers are lined with shallow niches holding black wax candles that burn with a purple light. If the characters have had an easy
time thus far, Keresta might send waves of vampire spawn to harangue them as they make their way through these candlelit halls. The vampire spawn attack in packs of 1d4 + 2 and avoid the pit traps in
Monsters
Adventure Atlas: The Mortuary
"} to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage.
Entrap. Melee Weapon Attack
. They waddle the Mortuaryâs halls unbothered, scooping up corpses and carrying them to the next stage of the funerary process.
An animated coffin has an array of spidery metal legs it uses to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Lizardfolk Commoner These lizardfolk, found wandering the halls in Danger at Dunwater, are just as fierce as their armed kin, and can equip themselves with weapons and shields if such are available
12 (+1)
INT
7 (-2)
WIS
12 (+1)
CHA
7 (-2)
Skills Perception +3, Stealth +2, Survival +3
Senses passive Perception 13
Languages Draconic
Challenge 1/4 (50 XP)
Hold
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Plundered Halls This corner of the dungeon sees little traffic, though other adventurers have plundered it in the past. 9a. Pillared Way Pillars. Six pillars pockmarked with tiny indentations
pouch. During a battle to rid area 12 of giant spiders, the Undertakers lost one of their own. They left his body here to rot. A successful DC 10 Wisdom (Medicine) check reveals that the bandit died
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Kalka-Kylla Adventurers who get inside the halls of The Hidden Shrine of Tamoachan are likely to find a unique opportunity â the chance to communicate with a crustacean that can speak. If Kalka-Kylla
)
Hit Points 85 (10d10 + 30)
Speed 30 ft., swim 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
12 (+1)
Skills Deception +3, Insight +5, Stealth
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
24. Halls of Statues This series of long hallways are each lined with statues created by the templeâs sculptors through the ages. Many depict Moloch, but other archdevils, demon lords, and former
high priests of the temple are also represented. A successful DC 12 Intelligence (Religion) check identifies any statueâs specific subject, including several statues of Demogorgon, Asmodeus, Dagon, Bel
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood and plaster, with heavy wooden doors, except as specified otherwise. Ceilings. Most of the Deansâ Wing has 12-foot ceilings, while the records rooms (area L4) have 20-foot-high ceilings
. Illumination. Unless otherwise noted, when visited at night, areas of the Deansâ Wing are unlit. Guardian. An invisible stalker roams the halls of the Deansâ Wing after hours, serving as a guard. Until the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
18: Massive Stasis Pods These large halls provide access to stasis pods built into the walls, each one larger and stronger than the ones in area 5. Each can hold a Huge creature and has AC 12, 50 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Halls of Hopelessness Goblins and bugbears pass through these rooms often. No creatures live here, however. 24a. Old Gate Pillars. Two stone pillars with a 10-foot-wide arch between them support
magic spell. When a creature passes between the pillars, roll a d12 and consult the following table to determine what happens: d12 Effect 1â2 The creature must make a DC 12 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, covering 12 miles in 24 hours on foot. They can halve the travel time if they use dogsleds. When the characters reach the halfway point in their journey, they come across a potential obstacle. Use the
weather is clear) see evidence of dwarf activity, such as tracks that lead up to tunnels carved into the valleyâs slopes. Several hundred shield dwarves live in subterranean halls that connect to these
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Redtooth Keep are agile and adept rangers, expertly patrolling the lands around one of the last elven citadels in Eldraine. But at night, terrifying howls echo from the keepâs halls as its inhabitants
elf form; 40 ft. in fox and hybrid form
STR
16 (+3)
DEX
17 (+3)
CON
12 (+1)
INT
11 (+0)
WIS
13 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Perception +5, Survival +3
Senses
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
corruption in the halls of law, the characters in a Ravnica campaign have a world of adventure to explore. RAVNICA'S CALENDAR
Ravnicaâs year of 365 days is made up of twelve months, each of which
)
11 Griev (January)
12 Zuun (February)
The annual celebration of the Guildpact begins on 28 Zuun and extends overnight into 1 Seleszeni.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
12 Constitution saving throw or take 2 (1d4) poison damage.
Light. Most locations on the ground floor are dark, as the ivy blocks out the natural light except in areas that are open to the sky (such
as the courtyard) or that have openings through which sunlight or moonlight can enter. Rooms and halls on the upper level are dimly lit by natural light that filters through holes in the roof
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Encounter 1â6 1d4 drow mages 7â8 1 giant spider 9â10 1 invisible quasit 11â12 1 mad drow mage 13â14 1 shadow demon 15â18 1d4 slaves 19â20 1 succubus or incubus Drow Mages There is a 50 percent
with a successful DC 12 Charisma (Deception or Persuasion) check. If one or more mages fall in battle, the rest use greater invisibility spells to turn invisible and retreat, putting the tower on
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Animated Coffin Animated coffins are heavy, macabre Constructs designed to ferry the dead to places of rest. They waddle the Mortuaryâs halls unbothered, scooping up corpses and carrying them to the
(detailed earlier in this supplement) Animated Coffin Large Construct, Unaligned
Armor Class 16 (natural armor)
Hit Points 60 (8d10 + 16)
Speed 30 ft., climb 30 ft.
STR
16 (+3)
DEX
12
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
returning to their mortal home to pass into the Underworld.
11 Seek an audience with Athreos.
12 Capture an Underworld cerberus (see chapter 6).
Underworld Crossing Map The Underworld
consists of twisting crypt halls that hold no bones, bodies, or other remainsâonly dust and guardians. These halls give way to a second sanctuary filled with somber funeral musicâthough there are no
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tables. He is currently intent on claiming the legendary axe Orcsplitter, the weapon buried with King Torhild Flametongue of Besilmer many centuries ago. The secret doors and puzzles of the Halls of
the Hunting Axe have frustrated Drannin for a long time, but he now has a plan to dupe his cousin Gargosh into finding the axe for him (see the âHalls of the Hunting Axeâ side trek in chapter 6
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
9 Find a gate to the Underworld or Nyx.
10 Consult a demon living in the temple.
11 Discover why the temple was abandoned.
12 Restore the temple to reveal the truth hidden in
and priestsâ quarters containing skeletal remains complete this section. The halls are streaked with burn marks. Many of the rooms in this place are rubble-strewn and ruined. A passage leads to an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
have long avoided the canyon for fear of antagonizing the stone giants known to dwell at Deadstone Cleft. The stone giants donât tolerate uninvited guests in their hallowed halls, attacking them on sight
an ability check.
Ceilings. The central canyon â as well as areas 5, area 7, and area 12 â are open to the sky. Unless otherwise noted, caves have 50-foot-high ceilings with 30-foot-high passages
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the party includes one or more likely recruits, Savra Belabranta (NG female Tethyrian human knight) visits the charactersâ residence and invites them to the Halls of Justice, the temple of Tyr
Field Ward and, as a fight threatens to break out, make three successful DC 12 Charisma (Intimidation) checks before failing three checks, or else defeat four thugs (preferably without killing them) to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Blood Pens The Red Wizards are breeding and raising monsters in their own foul nurseries. Locations in the Blood Pens are identified on map 5.4. Map 5.4: Blood Pens Vermin Halls The vermin-summoning
magic of these halls now serves the Thayans. 16. Gallery of Swarms The Red Wizards no longer use this chamber. Sounds. A character who listens at the door and succeeds on a DC 10 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
halls are numerous and multileveled. The dwarf priests have restored many shrines and altars, and have cleared paths through the cracked and broken hallways to the Vault of Kings so that Bruenor can
and consulting the table below to determine what, if anything, the characters meet. Iron Tabernacle Encounters d20 Encounter 1â12 No encounter 13 1 cloaker 14 1d2 driders 15 1 dwarf ghost (friendly
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Echoes Gravenhollow âremembersâ all who have walked its halls, as well as those who will visit the library in the future. As the characters explore the library, apparitions constantly flicker in and
Alustriel Silverhand 3â4 Andarin Zarith 5â6 Bruenor Battlehammer 7â8 Elminster 9â10 Grazâzt 11â12 Hgraam 13â14 Jalynfein Oblodra 15â16 Society of Brilliance 17â18 Xetzirbor 19â20 Yauln Alustriel
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Lower Dura) was one of the first Ghallanda halls in Sharn. Its glory days are long past, but the young innkeeper, Eranna d'Ghallanda, is determined to keep it alive. The Anvil is frequented by
characters' base of operations is in the basement of the family estate or a tower apartment owned (but not currently used) by a dotty old aunt. 12 A ramshackle skycoach tethered to a condemned tower on the edge of the city.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
city, speaking about these events only in vague termsâhe doesnât want the area around his shop to be considered dangerous. A character who purchases a pot of tea for 2 sp or who succeeds on a DC 12
tea shop. Characters who have proficiency in Performance know baduk is a game of strategy played on a board using black and white pieces. Additionally, baduk halls are popular gathering places
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Dwarvish runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. 7 Elemental Air. The item is half the normal weight and feels hollow
worked coral (as hard as any metal) replace metal portions. 11â12 Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like. 13 Fey. The item is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the location of another temple of mystery.
10 Lead dangerous creatures into the temple to trap them there.
11 Defeat a cabal of mages that has claimed the temple.
12 Defeat a
incorrectly.
2 A mad archmage, obsessed with a mystery she canât solve, wanders the halls of the temple and forces those she meets to confront the puzzle.
3 A dragon disguised as a humanoid
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Manor Occupants As the characters explore the manor, they might encounter one or more creatures roaming the halls or moving from one room to another. Whenever you feel the need for a random encounter
for each roll. 2â9 Two suits of animated armor (see âServantsâ below) 10â12 One stone golem (see âServantsâ below) 13â17 The fake Quill (see âArrant Quill and the Fake Quillâ below) 18â20 Renekor the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. 10 Elemental Air. The item is half the normal
weight and feels hollow. If itâs made of fabric, it is diaphanous. 11 Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock. 12
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
most apt pupil, Spite Harrowdale, is a centuries-old wizard (NE male Rashemi human archmage who speaks Common, Dwarvish, Elvish, and Giant). He appears to be a 12-year-old boy, thanks to imbibing
instead of fly) wanders the halls of Dweomercore with a pair of invisible will-oâ-wisps that obey his commands. Nylas journeyed from Thay to study under Halaster and learn the deeper secrets of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
can be uncovered with a DC 12 Intelligence (Perception) check. Characters who succeed on this check notice muddy scrapes on the floor beneath the concealed door. E6. Halls of the Fiend The hallways are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
alert (see âOn Alert"). Sahuagin Defenders Area Defenders 1â4 2d6 sahuagin 5â11 3d6 sahuagin and 1 sahuagin champion* 12â18 3d6 sahuagin, 2 sahuagin champions,* and 1sahuagin coral smasher* *See
, sahuagin reinforcements begin roaming the halls. These reinforcements only appear once the characters have already engaged with an areaâs defenders. Every 2d4 rounds after combat begins in an area, 3d6
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Mountain Door The uppermost level of Khundrukar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Durgeddinâs folk, who created a series of halls and guard
in area 5.
Round 12. Great Ulfe and the orcs from area 11 move to area 5 to ready a counterattack.
2. The Dwarf-Door Moving eastward from the ledge, the trail turns south and rises steeply through
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Halls of the Upper Priesthood The third floor of the pyramid was known as the Halls of the Upper Priesthood. All the Undead on this level were priests of Amun Sa until the former high priest, Nafik
Three banshees The following locations are keyed to map 5.3. Stacey Allan & William Doyle Map 5.3: Halls of the Upper Priesthood View Player Version P29: Waterway If the party enters this area from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Foundry Durgeddinâs followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel
the party succeeds in getting her to converse: The doors to the north lead to halls infested with undead and cursed magic. The door to the southwest leads into the old kitchens, guarded by more






