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                        Returning 35 results for '12 have of heroes'.
                    
                
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    12. Hall of Heroes Statues. Life-size granite statues of human warriors, facing inward, stand atop two rows of pedestals that run through the hall.
 Web-Covered Ceiling. The ceiling of this long
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType
                                                
                                            
                                                
                                                     Magic, Greater Restoration, Heroes' Feast, Zone of TruthLegendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the sphinx can expend a use to take one of the following
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength
                                                
                                            
                                                
                                                     countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 12):
At will: mage hand (the hand is invisible), minor illusionEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good
                                                
                                            
                                                
                                                    ","rollType":"roll","rollAction":"Feint"} damage of the weapon’s type.
Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points.
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Intoxicating Sting. Melee Weapon Attack: +8;{"diceNotation
                                                
                                            
                                                
                                                     long, snakelike tail. In the midst of a conversation with an especially tantalizing victim-to-be, Hulgaz can’t help but whip her tail back and forth with excitement.
Selfless heroes and true
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
                                                
                                            
                                                
                                                    
10
Marionette
Mummy
11
Mists
Wraith
12
Raven
Vampire spawn
13
Seer
Vampire
14
Tempter
Vampire spawn
15-00
—
—
The released soul appears at a
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
                                                
                                            
                                                
                                                     dealt. While you are in sunlight, you can’t regain hit points.
12
Nightmares of Kaggash (twisted beholder tooth)
1 beholder
As an action, you can cast the eyebite spell from the tooth
                                                
                                            
                                        
                                                    Androsphinx
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , zone of truth
3rd level (3 slots): dispel magic, tongues
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, greater restoration
6th level (1 slot): heroes
                                                
                                            
                                                
                                                    ' feastMultiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    Dragons in Dungeons Nothing is more quintessentially Dungeons & Dragons than gathering a group of heroes to face a mighty dragon in a mysterious dungeon. These classic elements link players across
                                                
                                            
                                                
                                                     of the ten adventures in this book features a dragon in a lair. Designed for characters of levels 1 through 12, the adventures offer a range of challenges, from defeating evil dragons to working with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to
                                                
                                            
                                                
                                                     against Frightful Presence likely flee back into the woods, where spiders might be waiting. On the dragon’s next turn, it retreats back to area 2 to await the heroes’ next move.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Wilderness Encounters Klaus Pillon  The Triboar Trail is full of dangers, including hungry owlbears The wilds of the Triboar Trail are not especially safe. As the heroes travel throughout this area
                                                
                                            
                                                
                                                     stirges — 4 1d4 + 1 ghouls 3–4 — 1 ogre 5–6 5 Cragmaw goblin band (see below) 7–8 6 Hobgoblin squad (see below) 9–10 7–8 Bugbear scouts (see below) 11 9–10 1d4 + 2 wolves 12 11–12 1 owlbear  Cragmaw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    , a character can gather enough magical food to furnish a heroes’ feast spell (no other components required). A creature who receives the benefits of the spell must make a DC 15 Constitution saving
                                                
                                            
                                                
                                                     throw. On a failed save, the creature suffers uncomfortable indigestion for 12 hours. On a successful save, the creature gains the enlarge effect of the enlarge/reduce spell for 12 hours. Once this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to
                                                
                                            
                                                
                                                     against Frightful Presence likely flee back into the woods, where spiders might be waiting. On the dragon’s next turn, it retreats back to area 2 to await the heroes’ next move.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , aiding heroes in need. In rare cases, pegasi might befriend virtuous people and serve as their companions and steeds. Pegasi are hunted by servants of evil, leading many of these winged steeds to flee
                                                
                                            
                                                
                                                     order.  Pegasus Large Celestial, Chaotic Good
 AC 12 Initiative +2 (12)
 HP 59 (7d10 + 21)
 Speed 60 ft., Fly 90 ft.
    Ability Score Mod Save   Str 18 +4 +4 Dex 15 +2 +4 Con 16 +3 +5     Ability
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     necessary. Roll on or choose a result from the Planetar Quests table to inspire what evil a planetar might recruit heroes to thwart.
  Planetar Quests   1d6 The Planetar Entreats a Mortal Hero To
                                                
                                            
                                                
                                                     (20)
 HP 262 (21d10 + 147)
 Speed 40 ft., Fly 120 ft. (hover)
     Ability Score Mod Save 
    Str  24  +7  +12 
  Dex  20  +5  +5 
  Con  24  +7  +12 
      Ability Score Mod Save 
    Int  19
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Hippocamp Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally
                                                
                                            
                                                
                                                    ) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.
 Actions
 Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    
 14(+2)
 
  CON
 12(+1)
 
  INT
 12(+1)
 
  WIS
 20(+5)
 
  CHA
 11(+0)
Saving Throws Int +5, Wis +9
 Skills Medicine +9, Nature +5, Perception +9
 Senses passive Perception 19
                                                
                                            
                                                
                                                    
 Languages Druidic plus any two languages
 Challenge 12 (8,400 XP)
 Spellcasting. The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Chapters 11 and 12: Death to the Wyrmspeakers  From their first discovery of the dragon masks, the characters likely recognized the importance of the masks to the Cult of the Dragon. Over the course
                                                
                                            
                                                
                                                     of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin’s inner circle, perhaps claiming their dragon masks and hindering Severin’s plans. This section
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    Chapters 11 and 12: Death to the Wyrmspeakers  From their first discovery of the dragon masks in Hoard of the Dragon Queen, the characters will have recognized the importance of the masks to the Cult
                                                
                                            
                                                
                                                     of the Dragon. Over the course of the adventure, the heroes have two chances to come face to face with the wyrmspeakers of Severin’s inner circle, perhaps claiming their dragon masks and hindering
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     floor when it appeared. Their leader, the wizard Gallio Elibro, is still up at the tower. The soldiers are too scared to go up and check on him. Any character who succeeds on a DC 12 Wisdom (Insight
                                                
                                            
                                                
                                                     chainmail armor. She retreats as the group approaches and is soon lost from sight. Characters who’ve seen the painting of the Swords of Leilon notice a startling resemblance to one of the long dead heroes. When they reach the tower, the woman is nowhere to be seen.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , light-reflecting stone, and art depicting legendary heroes make every sun temple a bright, inspiring space. The rites conducted in sun temples include marriages, ceremonies to honor heroes, dawn worship
                                                
                                            
                                                
                                                     feel its warmth. Sun Temple Adventures Sun temples honor heroes and record their deeds. An adventure in which the characters need to meet, research, protect, or confront a legendary figure might happen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Initiative +12 (22)
 HP 199 (19d10 + 95)
 Speed 40 ft., Fly 60 ft.
     Ability Score Mod Save 
    Str  22  +6  +6 
  Dex  10  +0  +6 
  Con  20  +5  +11 
      Ability Score Mod Save 
    Int  16
                                                
                                            
                                                
                                                      +3  +9 
  Wis  23  +6  +12 
  Cha  18  +4  +4 
   
 Skills Arcana +9, Perception +12, Religion +15
 Resistances Necrotic, Radiant
 Immunities Psychic; Charmed, Frightened
 Senses Truesight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     who pass its tests may be rewarded with a heroes’ feast. Androsphinx
 Large monstrosity, lawful neutral
 Armor Class 17 (natural armor)
 Hit Points 199 (19d10 + 95)
 Speed 40 ft., fly 60 ft
                                                
                                            
                                                
                                                    
 3rd level (3 slots): dispel magic, tongues
 4th level (3 slots): banishment, freedom of movement
 5th level (2 slots): flame strike, greater restoration
 6th level (1 slot): heroes’ feast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     rulership. 
   2  Proving ground for prophesied heroes. 
   3  Rare species of magical plant or animal. 
   4  Sacred fountain with magical waters. 
   
   Zuzanna Wuzyk   
 Weretiger Medium or Small
                                                
                                            
                                                
                                                     Monstrosity (Lycanthrope), Neutral
 AC 12 Initiative +2 (12)
 HP 120 (16d8 + 48)
 Speed 30 ft., 40 ft. (tiger form only)
     Ability Score Mod Save 
    Str  17  +3  +3 
  Dex  15  +2  +2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    , surrounded by the petrified remains of past admirers and would-be heroes. Medusa
 Medium monstrosity, lawful evil
 Armor Class 15 (natural armor)
 Hit Points 127 (17d8 + 51)
 Speed 30 ft.
   STR
 10(+0
                                                
                                            
                                                
                                                    )
 
  DEX
 15(+2)
 
  CON
 16(+3)
 
  INT
 12(+1)
 
  WIS
 13(+1)
 
  CHA
 15(+2)
Skills Deception +5, Insight +4, Perception +4, Stealth +5
 Senses darkvision 60 ft., passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Nyx-Fleece Ram Touched by the gods, Nyx-fleece rams grow remarkable magical wool. This makes the beasts valuable to heroes and scoundrels alike, who would use their wool for either protection or
                                                
                                            
                                                
                                                     armor)
 Hit Points 27 (5d8 + 5)
 Speed 40 ft.
   STR
 16 (+3)
 
  DEX
 14 (+2)
 
  CON
 12 (+1)
 
  INT
 3 (−4)
 
  WIS
 13 (+1)
 
  CHA
 10 (+0)
Senses passive Perception 11
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     experienced adventurers and heroes, and for the players to interact with some of their favorite characters from the Forgotten Realms. An echo is a quasi-real duplicate of the original creature, except it
                                                
                                            
                                                
                                                     adventures and heroes, and for the adventurers to meet some of their favorite characters from the world of the Forgotten Realms.
 The echoes belong to those who managed to find Gravenhollow, coming there to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     substantive pledges yet. Too much mistrust still burdens the factions, and not enough is known about the situation. Erlanthar thinks the leaders need someone to show them the right path—heroes who will lead the
                                                
                                            
                                                
                                                     forces of the Sword Coast with certainty into the coming darkness. He believes that the adventurers have a chance to be those heroes. However, he explains that each faction will weigh every word the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     substantive pledges yet. Too much mistrust still burdens the factions, and not enough is known about the situation. Erlanthar thinks the leaders need someone to show them the right path — heroes who will lead
                                                
                                            
                                                
                                                     the forces of the Sword Coast with certainty into the coming darkness. He believes that the adventurers have a chance to be those heroes. However, he explains that each faction will weigh every word
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     conflict between demons and devils known as the Blood War. Next on Zariel’s list of cities is Elturel’s neighbor, Baldur’s Gate. The characters can be the heroes who descend into Avernus, save Elturel
                                                
                                            
                                                
                                                    , and search for a way to destroy the Companion or break Elturel’s chains.
 Chapter 4: Sword of Zariel
 For characters of levels 11—12
 The Sword of Zariel might be the key to Elturel’s salvation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Rug of Smothering Would-be thieves and careless heroes arrive at the doorsteps of an enemy’s abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet
                                                
                                            
                                                
                                                     the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim. Rug of Smothering
 Large construct, unaligned
 Armor Class 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     welcome new heroes or repel would-be invaders.
 Two armed guards stand at the front gate. They hail you and motion for you to approach.
 The player characters start just outside the keep. The first time
                                                
                                            
                                                
                                                     this guildhall. 11: Temple Priests offer guidance and healing in this house of worship. 12: Inner Gatehouse This fortification is the keep’s last line of defense. 13: Inner Bailey The keep’s guards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
                                                
                                            
                                                
                                                     Humongous 7 The Golden Stag 8 Payback 9 No Room at the Inn 10 Roadside Hospitality 11 Spider Woods 12 Stranded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
                                                
                                            
                                                
                                                     Humongous 7 The Golden Stag 8 Payback 9 No Room at the Inn 10 Roadside Hospitality 11 Spider Woods 12 Stranded
                                                
                                            
                                        






