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Returning 35 results for '18 sworn hallways'.
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18 score hallways
18 swarm hallways
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Stone Hallways There is a 50 percent chance that Maddgoth’s homunculus is stalking these halls. The last thing it wants are more invaders in its master’s abode, so it attacks. When killed, it melts away and re-forms in area 25.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Stone Hallways There is a 50 percent chance that Maddgoth’s homunculus is stalking these halls. The last thing it wants are more invaders in its master’s abode, so it attacks. When killed, it melts away and re-forms in area 25.
Classes
Player’s Handbook
forces of annihilation and corruption. Whether sworn before a god’s altar, in a sacred glade before nature spirits, or in a moment of desperation and grief with the dead as the only witnesses, a
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Ability Score Improvement
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Aura Expansion
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Epic Boon
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
of itself. The target must succeed on a DC 18 Dexterity saving throw or have the prone condition.Parry and Riposte. The high fae adds 4 to its AC against one melee attack roll that would hit it
fae kindguards are in direct service to Talion, the Kindly Lord. Nine times nine have these high fae sworn a binding oath to protect the Kindly Lord, each time pricking their hand on a hawthorn
Monsters
Fizban's Treasury of Dragons
attack and two Claw attacks.
Bite. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 18 (2d10+7);{"diceNotation":"2d10+7
components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
Monsters
Fizban's Treasury of Dragons
point it can see within 60 feet of it. Each creature within a 20-foot-radius sphere centered on that point must succeed on a DC 23 Dexterity saving throw or take 18 (4d8);{"diceNotation":"4d8", "rollType
contemplating the beauty and wonders of the multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise.
3
What
Monk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
for their families. Some monks live entirely apart from the surrounding population, secluded from anything that might impede their spiritual progress. Others are sworn to isolation, emerging only to
+5 1d8 16 +25 ft. Ability Score Improvement 17th +6 1d10 17 +25 ft. Monastic Tradition Feature 18th +6 1d10 18
Compendium
- Sources->Dungeons & Dragons->Stranger Things
The Cursed Labyrinth It seems like a normal maze with twisting, turning hallways that intersect, but there is no solution to this maze. Its path is completely random, and if you turn around to
retrace your steps, you find that the path has changed behind you. Random Path. Use the first few hallways as shown on the map (above), but when the characters move off the map, use the table below to
Compendium
- Sources->Dungeons & Dragons->Stranger Things
The Cursed Labyrinth It seems like a normal maze with twisting, turning hallways that intersect, but there is no solution to this maze. Its path is completely random, and if you turn around to
retrace your steps, you find that the path has changed behind you. Random Path. Use the first few hallways as shown on the map (above), but when the characters move off the map, use the table below to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
also listen for oaths and curses sworn in their names. In rare cases, wronged mortals who call out with just rage might be heard by an erinyes who appears to take vengeance on their behalf. Once erinyes
are so summoned, they won’t leave without claiming the soul of either their quarry or the mortal who summoned them. Justin Gerard Erinyes Medium Fiend (Devil), Lawful Evil
AC 18 Initiative +7 (17
Compendium
- Sources->Dungeons & Dragons->Monster Manual
also listen for oaths and curses sworn in their names. In rare cases, wronged mortals who call out with just rage might be heard by an erinyes who appears to take vengeance on their behalf. Once erinyes
are so summoned, they won’t leave without claiming the soul of either their quarry or the mortal who summoned them. Justin Gerard Erinyes Medium Fiend (Devil), Lawful Evil
AC 18 Initiative +7 (17
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can’t leave of their own volition. OTTO'S GAME
Otto the faerie dragon spends much of its time stalking the castle hallways (areas 18, 28, and 38) and takes regular naps in area 43a. While awake, the
Draconic. The exterior door is not locked, but opening it triggers a permanent alarm spell that rings throughout areas 18, 28, and 38. This alarm warns the faerie dragon and Maddgoth’s homunculus that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
136 (16d8 + 64)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws Str +7, Con +7, Wis +6, Cha
creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
136 (16d8 + 64)
Speed 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws Str +7, Con +7, Wis +6, Cha
creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, doing so with a successful DC 15 Dexterity check, or force open the door with a successful DC 15 Strength (Athletics) check. Each door has AC 15, 18 hit points, and immunity to poison and psychic damage
, rooms and hallways are dimly lit by low-burning lanterns. Guild members carry light sources with them when they descend into the basement, which is unlit. Walls The exterior walls are made of wood. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, doing so with a successful DC 15 Dexterity check, or force open the door with a successful DC 15 Strength (Athletics) check. Each door has AC 15, 18 hit points, and immunity to poison and psychic damage
, rooms and hallways are dimly lit by low-burning lanterns. Guild members carry light sources with them when they descend into the basement, which is unlit. Walls The exterior walls are made of wood. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can’t leave of their own volition. OTTO'S GAME
Otto the faerie dragon spends much of its time stalking the castle hallways (areas 18, 28, and 38) and takes regular naps in area 43a. While awake, the
Draconic. The exterior door is not locked, but opening it triggers a permanent alarm spell that rings throughout areas 18, 28, and 38. This alarm warns the faerie dragon and Maddgoth’s homunculus that
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
upon the characters to be on their guard, or to take guards with them, if they visit. From time to time, the sound of combat rings through the tabernacle hallways, a contrast to the chanting voices of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
items they’re wearing and carrying.
Button 3. The inscription under this button reads “FOG.” Pushing the button fills the castle hallways (areas 18, 28, and 38) and the stairways connecting them with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
items they’re wearing and carrying.
Button 3. The inscription under this button reads “FOG.” Pushing the button fills the castle hallways (areas 18, 28, and 38) and the stairways connecting them with
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
upon the characters to be on their guard, or to take guards with them, if they visit. From time to time, the sound of combat rings through the tabernacle hallways, a contrast to the chanting voices of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Phantom Warrior A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of
. A phantom warrior doesn’t require air, food, drink, or sleep. Phantom Warrior
Medium undead, any alignment
Armor Class 16
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16(+3)
DEX
11
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Phantom Warrior A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of
. A phantom warrior doesn’t require air, food, drink, or sleep. Phantom Warrior
Medium undead, any alignment
Armor Class 16
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
16(+3)
DEX
11
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
honorable knight he presents himself as. He is secretly a warrior in the service of Bel, and has sworn vengeance against all those who would oppose Bel and the archdevil’s struggle to reclaim Avernus
surrounded by a vast and intricate hedge maze under a permanent guards and wards spell. Any creature navigating the maze on their own without guidance must succeed on a DC 18 Wisdom saving throw or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
honorable knight he presents himself as. He is secretly a warrior in the service of Bel, and has sworn vengeance against all those who would oppose Bel and the archdevil’s struggle to reclaim Avernus
surrounded by a vast and intricate hedge maze under a permanent guards and wards spell. Any creature navigating the maze on their own without guidance must succeed on a DC 18 Wisdom saving throw or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ras Nsi The word “ras” is a noble title akin to “duke.” Ras Nsi was once a Chultan paladin, a Chosen of Ubtao and sworn protector of the city of Mezro. He betrayed his oaths and was banished from the
passes during the adventure
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws Con +6, Wis +7
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Ras Nsi The word “ras” is a noble title akin to “duke.” Ras Nsi was once a Chultan paladin, a Chosen of Ubtao and sworn protector of the city of Mezro. He betrayed his oaths and was banished from the
passes during the adventure
Speed 30 ft.
STR
17 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
18 (+4)
WIS
18 (+4)
CHA
21 (+5)
Saving Throws Con +6, Wis +7
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
ft., one target. Hit: 7 (1d4 + 5) slashing damage, plus 18 (4d8) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed
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
ft., one target. Hit: 7 (1d4 + 5) slashing damage, plus 18 (4d8) necrotic damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
15 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws Dex +9, Wis +7
Skills Deception +14, Performance +10, Stealth +13
Damage Resistances bludgeoning, piercing, and
, reach 5 ft., one target. Hit: 18 (3d8 + 5) force damage.
Vexing Prank. The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
15 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
23 (+6)
Saving Throws Dex +9, Wis +7
Skills Deception +14, Performance +10, Stealth +13
Damage Resistances bludgeoning, piercing, and
, reach 5 ft., one target. Hit: 18 (3d8 + 5) force damage.
Vexing Prank. The high fae targets one creature it can see within 60 feet of itself with a magical trick. The target must make a DC 18 Wisdom
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
don’t know a beholder from a gas spore.
17 I suspected you’d fallen out of the idiot tree, but I didn’t know you were dragged through Stupid Forest afterward.
18 There’s nothing about your
draws sworn enemies to you whose sole purpose is your downfall. And no matter how fast you eliminate or convert one of those enemies, it’s only a matter of time before another one takes their place
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of Gith.” Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their
Class 18 (plate)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
don’t know a beholder from a gas spore.
17 I suspected you’d fallen out of the idiot tree, but I didn’t know you were dragged through Stupid Forest afterward.
18 There’s nothing about your
draws sworn enemies to you whose sole purpose is your downfall. And no matter how fast you eliminate or convert one of those enemies, it’s only a matter of time before another one takes their place
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of Gith.” Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their
Class 18 (plate)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
14 (+2)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws