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Returning 35 results for '12 have of have'.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Lounge Tapestry. A beautiful tapestry covers the west wall (see âTreasureâ below).
Furnishings. Several sitting areas with comfortable chairs and side tables are arranged about the room. An
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
12. Chasm A chasm cuts across this cavern, stretching from wall to wall. The chasm is 10 feet wide, 200 feet deep, and slopes down to the southwest at a sixty degree angle. The chasmâs slope can be
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
12: Archive Shelves full of massive logbooks line the walls of this two-story archive. A spiral staircase in the roomâs center connects to the archiveâs upper level. The books contain records on all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Dynamo The central feature of the mind flayer colony is a psionic, quasi-magical turbine powered by a thunderous underground river that flows through it. River water entering the dynamo is
area 12 as it does elsewhere.
12a. South Water Collector The ceiling in this chamber forms a dome 20 feet higher than the floor around the cistern, which is 10 feet deep. Water pouring in from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Fishery This small cave has a 10-foot-high ceiling and contains a 20-foot-deep pool with a crevasse at the bottom, through which cold water bubbles up from a natural spring. The thralls of the Ssethian Scourges use the sightless cave fish that swim here as a source of food.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Observatory Jorgen Pawl (mage) and 3 cult fanatics are outside this chamber on the balcony when the characters teleport in. All four wait to ambush the first character who steps onto the balcony
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Ballroom Pillars and Ceiling. Ten pillars carved with friezes of drow warriors support the 50-foot-high arched ceiling, which is engraved with web-like patterns. Two pillars have toppled at the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
12. Pigpen The walls of this filthy room are made of packed mud with logs jutting out of them. The river seeps through a gash in the north wall and forms a stream that cuts across the eastern half
Compendium
- Sources->Dungeons & Dragons->Monster Manual
CR 12 Arcanaloth
Archmage
Archpriest
Erinyes
Githzerai Psion
Pirate Admiral
Questing Knight
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Challenge 12 Archdruid
Boneclaw
Duergar despot
Eidolon
Frost giant everlasting one
Githyanki kithârak
Gray render
Ki-rin
Oinoloth
Warlord
Yuan-ti anathema
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
12. Observatory Jorgen Pawl (mage) and 3 cult fanatics are outside this chamber on the balcony when the characters teleport in. All four wait to ambush the first character who steps onto the balcony
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Communal Showers This room contains five shower stalls with iron faucets and shower heads protruding from the walls. Water is channeled here from an underground reservoir and heated by magic, quickly filling the room with steam if the faucets are turned on.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Werebat Caves These natural caves have uneven floors and 30-foot-high ceilings. Enough light enters to dimly illuminate each cave. In total, nine goblin werebats lurk here. If combat breaks out
anywhere in these caves, all the werebats in the three sections of area 12 quickly join the fray. Mobar (see area 14) remains where he is. 12a. Werebats in Bat Form Werebats. Three goblin werebats (see
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
12. Music Room Overstuffed furniture faces a handsome concert harp dramatically sculpted with a flock of flying doves.
The dusty music room holds saggy, damp, no-longer-plush furnishings. Evensong
of each of their turns for 1 minute. The character canât stop playing, but another creature can yank them away from the harp by succeeding on a DC 12 Strength check. After this, the harp ceases to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
12. Pharblexâs Sanctum Pharblex comes to this chamber to contemplate the great mysteries of the universe â or so he tells his followers. This is the only place Pharblex goes alone. His bodyguards
it as hostile. The effect lasts for 10 minutes. The trap can be spotted by someone who inspects the chest or the ceiling and succeeds on a DC 12 Wisdom (Perception) check. Unbroken clay pots can be
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Challenge 12 (8,400 XP) Arcanaloth
Archmage
Erinyes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 12: Monsters Guidelines for understanding the information found in a monster's statistics are presented below.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the poolâs surface, a large
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 12: Maze Level The Maze Level is designed for four 12th-level characters, and characters who defeat the monsters on this level should gain enough XP to advance halfway to 13th level.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
12. Trapped False Doors In four locations in the tomb, there are false doors which screen a spear trap. When one of these doors is opened, a spear will shoot out, and the door opener or someone
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
12. Geothermic Vents The adventurers feel the heat emanating from this area as they approach. Thick cracks, some as wide as 2 feet, crisscross the cavern floor, opening up to a pool of molten rock 25
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Dead Manâs Corner A sea hag named Olive Stillwater sells human zombies out of this dilapidated shop. She appears as an old woman covered with snails and barnacles. Olive keeps a dozen human
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Pharblexâs Sanctum Pharblex comes to this chamber to contemplate the great mysteries of the universeâor so he tells his followers. This is the only place Pharblex goes alone. His bodyguards wait
as hostile. The effect lasts for 10 minutes. The trap can be spotted by someone who inspects the chest or the ceiling and succeeds on a DC 12 Wisdom (Perception) check. Unbroken clay pots can be saved
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
12. Glasstaffâs Quarters If the characters approach this room through the secret passage from area 7, they can surprise the leader of the RedbrandsâIarno âGlasstaffâ Albrek. Otherwise, his rat
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
12. Wongoâs Shrine Carvings of monkeys hanging by their tails decorate two cracked obelisks that stand before a shrine enclosed by broken walls. Past the obelisks is a courtyard filled with
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Red Wizardsâ Room The door to this chamber is unlocked. Hundreds of horse skulls are nailed to the ceiling and cover it entirely. Thick carpets cover the icy floor, and desks, chairs, and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 12: Comet The end is near!
This chapter details the Heralds of the Comet, an apocalyptic sect that plans to use the original Deck of Many Things to bring about the end of all things. It
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Drow Battle Characters who approach this 50-foot-high cavern for the first time hear the sounds of battle ahead. Demons. In the narrower section between the north and south halves of the cavern
he faces the unwelcome task of reporting her death to her older sister, Erelal Freth, on level 12. If the characters help Spirreth overcome the forces of House Auvryndar, or if they corner and capture
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Guarded Caves These caves and the tunnels connecting them are free of fog. 12a. Standing Gate to Level 14 House Freth posts guards here to watch for trouble that might ascend from level 13
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
12. Burketâs Guard Post Watching through the arrow slit at the end of the passage is an alert guard named Burket (LE male human veteran). If he sees intruders approaching, he will wait until they are
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Aarakocra (p. 12) Languages: added Aarakocra.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Developments (p. 12) Delete the second paragraph.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
12. Guard Barracks The guards who remained behind with Mondath use this chamber as their barracks. They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in
that area, and the othersâthree guards and eight cultists âare here, asleep or relaxing. If fighting against the dragonclaws from area 1 pushes near the passage to area 12, roll a d20; the guards here
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Kobold Servants A foul odor permeates this unfurnished room, which is filled with more than twenty kobolds, half sleeping and half awake.
The twenty-four kobolds are the lodgeâs maids, grooms
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Boo-ty Hunters The shape of this riverside cavern resembles a clamshell. The ghosts of three human pirates named Algarr Grimtide, Liddie âSlurtongueâ Peddlekant, and Fishbone Jim move in and out






