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Returning 35 results for '15 being'.
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Being
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Crickets The characters hear the incessant chirping of crickets as they approach this 20-foot-high cavern. The area has the following features: Web Cables. Both tunnels leading to the cavern are
11. The secret door in the floor is an 8-foot-square, 1-foot-thick slab of stone that pivots on a central axis. Opening it requires a successful DC 15 Strength (Athletics) check. Applying 150 pounds
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
15. Linens This room is stacked with blankets, sheets, various animal furs, tablecloths, flags, banners, and rolled-up rugs. There’s nothing of exceptional value here, but one of the banners has five
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Armory Racks. Cobwebs enshroud rows of old weapon racks, many of which have collapsed under their own weight.
Axe. A door in the south wall has a handaxe embedded in it.
Although its presence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Fountain A low-walled marble fountain with a statue of an aboleth as its centerpiece dominates the room. Water spills from the aboleth’s mouth and splashes noisily into the stone basin. Drain
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Bridge The steep stairs from area 14 lead to a 40-foot-long stone bridge extending over a dark pit. The west end of the bridge is 10 feet higher than the eastern edge. Moisture drips down from
the bridge meets either set of stairs requires three successful DC 15 Strength (Athletics) checks. Any lizardfolk that retreated from area 14 attempt to hold the party off here. In addition, 6 more
Compendium
- Sources->Dungeons & Dragons->Monster Manual
CR 15 Adult Bronze Dragon
Adult Green Dragon
Mummy Lord
Purple Worm
Salamander Inferno Master
Vampire Umbral Lord
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
15. Kitchen The scene is pure chaos: dozens of kobolds chopping, mixing, carrying sacks of ingredients, and stirring great cauldrons. It could be an alchemical lab or a kitchen — with kobolds cooking
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Challenge 15 Green abishai
Nabassu
Skull lord
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Linens This room is stacked with blankets, sheets, various animal furs, tablecloths, flags, banners, and rolled-up rugs.
There’s nothing of exceptional value here, but one of the banners has
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
15. Bridge The steep stairs from area 14 lead to a 40-foot-long stone bridge extending over a dark pit. The west end of the bridge is 10 feet higher than the eastern edge. Moisture drips down from
the bridge meets either set of stairs requires three successful DC 15 Strength (Athletics) checks. Any lizardfolk that retreated from area 14 attempt to hold the party off here. In addition, 6 more
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Kitchen The scene is pure chaos: dozens of kobolds chopping, mixing, carrying sacks of ingredients, and stirring great cauldrons. It could be an alchemical lab or a kitchen—with kobolds cooking
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Rearguard (p. 15) The guard is now a veteran.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 15: Obstacle Course The Obstacle Course is designed for four 13th-level characters, and adventurers who defeat the monsters on this level should gain enough XP to advance to 14th level. Before
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Qurrok’s Den The stone giants stopped sculpting these caves when they encountered soft sandstone beneath the harder stone. Qurrok has turned this area into a private den. 15a. Unfinished Cave
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
15. Elemental Checkpoint Blood streaks the floor here, including the smeared trail leading back to the teleport chamber and a second trail of bloody boot prints heading up the corridor to the north
a locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Arcanaloth’s Sanctum These private chambers belong to the arcanaloth headmaster posing as Halaster Blackcloak. 15a. Headmaster’s Office If it has not already been encountered elsewhere, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Temple of Dumathoin This huge chamber has been sculpted to resemble a cavern with a 30-foot-high vaulted ceiling. 15a. Nave Monsters. Eight duergar plus their leader, a half-shield dwarf, half
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Handout 15: Papazotl’s Riddle
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
15. Scrags’ Lair This corner of the cavern is home to 2 scrags that Arauthator allows to live in his lair, provided they guard it in his absence. These aquatic trolls can breathe underwater and have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. The Black Tankard The proprietor of this squalid, one-story tavern is a fat, dour duergar named Droon Stonedark, who works for Xanathar. Two minotaurs stand in dark corners, ready to give unruly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
15. Nursemaid’s Suite Dust and cobwebs shroud an elegantly appointed bedroom (area 15A) and an adjoining nursery (area 15B). Double doors set with panes of stained glass pull open to reveal a balcony
blanket find nothing inside it. Secret Door A secret door behind the mirror can be found with a successful DC 15 Wisdom (Perception) check. It pushes open easily to reveal a cobweb-filled wooden staircase leading up to the attic.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Elemental Checkpoint Blood streaks the floor here, including the smeared trail leading back to the teleport chamber and a second trail of bloody boot prints heading up the corridor to the north
locked wooden chest about the size of a shoebox. Opening the lock requires thieves’ tools and a successful DC 15 Dexterity check. A failed check sets off a magic glyph of warding trap that triggers a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
15. Secret Door A secret door here leads to a hallway beyond. The door is unlocked and can be found with a successful DC 18 Wisdom (Perception) check.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
15. Morning Room Wicker chairs and a small table set for tea occupy this airy morning room. Pale drapes fall away from wide windows overlooking the manor’s grounds. A plump, tasseled pillow
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Scrags’ Lair This corner of the cavern is home to 2 scrags that Arauthator allows to live in his lair, provided they guard it in his absence. These aquatic trolls can breathe underwater and have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Psipod Nexus II This room is identical to area 14, with these alterations: The room contains twenty empty psipods in various stages of completion. (Half of the psipods are fully assembled and functional.) Three mind flayers are busily assembling one of the unfinished psipods.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Way to Wyllowwood The drow cornered and killed several troglodytes in these caves after the reptilian creatures refused to be enslaved. 15a. Battle Scene The floor here is stained with blood and
strewn with a dozen spent bolts from hand crossbows. A character who inspects the bolts and succeeds on a DC 15 Intelligence (Nature) check finds evidence of drow poison on the bolts, but the poison
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Screaming Skulls Collapse. The eastern branch of this hallway has collapsed. A search of the rubble yields nothing of value.
Skulls. The western branch contains six large piles of drow skulls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
within 10 feet of the propeller or starts its turn there must succeed on a DC 15 Strength saving throw. A creature that fails the save is hurled northward into the pit in area 16. If this forced movement
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
15. Slub’s Den This damp cave belongs to Slub the hill giant (see area 14). It contains a sleeping pallet, a half-empty barrel of pig snouts, a half-empty barrel of vinegar, an old wooden crate, and
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Chapter 15: Xonthal's Tower Though Severin’s hold on the Cult of the Dragon is strong, there remain traditionalist elements within the cult that long for the old ways of reverence for the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Githyanki Trainees Githyanki children are brought to the crèche to grow, train, and study in these connected caverns. 15a. Training Area If the characters make any loud noise here, the githyanki
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Ruined Bazaar A derelict market hall stands on the street corner ahead. Frayed cloth awnings hang in tatters above a broad alley lined with stalls.
Kobolds live in hidden cellars underneath the
, have the character make a DC 15 Wisdom (Perception) check. If the check succeeds, the character spots the trap (a hidden, spring-loaded catapult) and its triggering mechanism (a tripwire or pressure
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 15: Throne A character who draws the Throne card from a Deck of Many Things gains ownership of a keep. But how big is the keep, and what are its defenses and layout? What lives in the keep
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 15: Werewolf Den West of Lake Baratok is a cave complex that the werewolves of Barovia use as a den. Characters who interrogate captured werewolves can learn the den’s location. Most of the