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Returning 10 results for 'horns hallway'.
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holds hallway
Monsters
Fizban's Treasury of Dragons
. Eventually, the scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail
vaults, keeping one eye on the hallway leading to the flooded stairwell, never quite trusting that some covetous intruder won’t find a way through.
Treasury. The dragon stores the finest
Monsters
Fizban's Treasury of Dragons
scales become translucent and shimmer in the light, rippling as the dragon moves. The dragon’s horns and spines hover above the body, moving and shifting along the back and tail to mirror the
dragon resides in a grand rectangular hall near the center of the vaults, keeping one eye on the hallway leading to the flooded stairwell, never quite trusting that some covetous intruder won’t
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
three kettle drums. More portable instruments—such as fiddles, ukuleles, accordions, bagpipes, lutes, lyres, oboes, brass horns, bongos, and violins—rest on padded chairs spaced evenly around the
chasme on the rooftop (area C18) creeps down the exterior wall to attack characters on this balcony. It’s a 30-foot drop from the balcony to the ground. C13: Hallway Standing in an alcove at the north
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
widens into an unfurnished and undecorated thirty-foot-square chamber. Standing next to one another in the center of the room are two enormous skeletal guardians; their heads feature prominent horns
through the door to the east. They use hit-and-run tactics to harass the characters and try to lure them into triggering the traps in the Winding Way. 12. Hallway Guardroom The hallway widens out into
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
armor, each carrying hollowed-out goat’s horns, keep watch here.
Two veterans (lawful evil humans) keep watch atop the turret. If they see or hear the characters approach, they sound their horns, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Eight chairs, their backs adorned with sculpted elk horns, surround the table. Arched windows made of a latticework of iron and glass look out onto the small, fog-swept estate. If the characters aim to
), four electrum candelabras (worth 25 gp each), and a bronze urn with frolicking children painted on its sides (worth 100 gp). N4l. Upstairs Hall A hallway with a window at each end wraps around the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
in the areas where they appear. 1. Out of Service Opening the secret door reveals a hallway leading to this area. The dust in the hallway is thick, disturbed only by tiny vermin that have settled into
, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled, it loses its horns attack. If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the dwarven city. Beyond the open gates, an arched corridor zigzags past sturdy stone walls where arrow slits squint from every angle. At the far end of this murderous hallway stands the entrance to
revolution in either direction. A4. Plaza of the Muses A stone fountain stands in the middle of a grand plaza, its sides sculpted into the shapes of dwarves bearing drums and horns. Near the fountain
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Hall Paintings of fey creatures and the mounted heads of majestic elk with golden horns decorate the walls of this dining hall. In the middle of the hall, a deformed giant squats at the head of a
helmet adorned with a black feather (125 gp) P26. Changing Room The door to the adjoining hallway is sealed with a hart crown lock (see “Crown Locks” earlier in the chapter). One wall of this chamber is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters received a letter of recommendation from Tamalin Zoar (see the “Calling Horns” section) and they show it to Dral Thelev, the half-orc tells them that the Zoar family has power in the city and
in one of two ways: The characters are making their way down a hallway in Gauntlgrym when they face the drow interlopers. The characters are with Bruenor Battlehammer when news of the theft of the