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Returning 16 results for 'dungeon and detached this for'.
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dungeon and detailed this for
dungeon and detach this for
dungeon and detaches this for
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mystic’s 4th rule of Dungeon Survival
Adaptable Predators. Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered
of the petrified creature, such as its head, is detached. Basilisk
Medium monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft.
STR
16 (+3
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mystic’s 4th rule of Dungeon Survival
Adaptable Predators. Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered
of the petrified creature, such as its head, is detached. Basilisk
Medium monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 52 (8d8 + 16)
Speed 20 ft.
STR
16 (+3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reasons unknown, an ancient dungeon built for a forgotten purpose, and so on. Dream up as many mysteries as you wish—you never know which ones will seize your players’ imaginations and become central
gods, how involved are they in the world? Are they distant and detached beings, or do they appear before their worshipers and meddle in mortal affairs?
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
reasons unknown, an ancient dungeon built for a forgotten purpose, and so on. Dream up as many mysteries as you wish—you never know which ones will seize your players’ imaginations and become central
gods, how involved are they in the world? Are they distant and detached beings, or do they appear before their worshipers and meddle in mortal affairs?
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey’s empty eye socket. 7 Simulacra. The archfey can make
the Magical Gifts table. Magical Gifts d8 Gift 1 Charm. The archfey bestows a charm of the DM’s choice (see “Supernatural Gifts” in the Dungeon Master’s Guide). 2 Guide. The archfey summons a
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Monster Manual). The archfey can see through this orb at all times. If the detached eye is destroyed, it rematerializes undamaged in the archfey’s empty eye socket. 7 Simulacra. The archfey can make
the Magical Gifts table. Magical Gifts d8 Gift 1 Charm. The archfey bestows a charm of the DM’s choice (see “Supernatural Gifts” in the Dungeon Master’s Guide). 2 Guide. The archfey summons a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
holding five applications of drow poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). Rilna wears a platinum helm shaped like a spider with eight jet orbs for eyes (2,500 gp) and a spider
delicate hinged doors. The silver cage is fused to the wall and can’t be detached from it. Inside the cage is a 3-foot-tall obsidian statue of Lolth in her drow form. The statue is smeared with sacrificial
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
holding five applications of drow poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). Rilna wears a platinum helm shaped like a spider with eight jet orbs for eyes (2,500 gp) and a spider
delicate hinged doors. The silver cage is fused to the wall and can’t be detached from it. Inside the cage is a 3-foot-tall obsidian statue of Lolth in her drow form. The statue is smeared with sacrificial
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Manshoon would have informed him if guests were expected. If the mage suspects the characters are intruders, he surreptitiously pours a vial of assassin’s blood (see “Poisons” in chapter 8 of the Dungeon
and tilts slightly when stepped on, and it can be seen to be detached from the walls. Two oversized iron clamps on opposite sides of the room hold the floor in place. Each of these rusty mechanisms
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of that wraith can hear the horn, prompting the wraith’s allies in area V8 to join the fight. A horn blown in the dungeon level can’t be heard from the keep above and vice versa. V5: Scrying Chamber A
throughout the dungeon. The black rose bearer attacks anyone who enters and fights until destroyed. The doorway in the north wall opens to a stairway ascending to area V35. V11: Vault Access Two minotaur
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of that wraith can hear the horn, prompting the wraith’s allies in area V8 to join the fight. A horn blown in the dungeon level can’t be heard from the keep above and vice versa. V5: Scrying Chamber A
throughout the dungeon. The black rose bearer attacks anyone who enters and fights until destroyed. The doorway in the north wall opens to a stairway ascending to area V35. V11: Vault Access Two minotaur
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Manshoon would have informed him if guests were expected. If the mage suspects the characters are intruders, he surreptitiously pours a vial of assassin’s blood (see “Poisons” in chapter 8 of the Dungeon
and tilts slightly when stepped on, and it can be seen to be detached from the walls. Two oversized iron clamps on opposite sides of the room hold the floor in place. Each of these rusty mechanisms
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
unless they spend an hour or more in the room, in which case the rules for extreme cold apply (see the Dungeon Master’s Guide). The wooden coffer is frozen shut but can be pried open with a successful DC
shadow has detached from the darkling and roams freely. If the characters arrive here while Bavlorna is entertaining the darkling elder, they interrupt a heist being carried out by the shadow: A shape
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
unless they spend an hour or more in the room, in which case the rules for extreme cold apply (see the Dungeon Master’s Guide). The wooden coffer is frozen shut but can be pried open with a successful DC
shadow has detached from the darkling and roams freely. If the characters arrive here while Bavlorna is entertaining the darkling elder, they interrupt a heist being carried out by the shadow: A shape
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
every 12 hours the characters spend in the dungeon, roll a d20 and refer to the following table if the characters are in an accessible hallway or room at that time.
d20 Encounter
1 1d6
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
every 12 hours the characters spend in the dungeon, roll a d20 and refer to the following table if the characters are in an accessible hallway or room at that time.
d20 Encounter
1 1d6
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15