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                        Returning 31 results for 'saving crypts'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     touch (see “Actions” below), gentle repose
Magic Resistance. The lampad has advantage on saving throws against spells and other magical effects.Multiattack. The lampad attacks twice with its necrotic
                                                
                                            
                                                
                                                     collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Legendary Resistance (2/Day). If the necrichor fails a saving throw, it can choose to succeed instead.
Rejuvenation. Unless its lifeless remains are splashed with Holy Water (flask);holy water or
                                                
                                            
                                                
                                                     damage, and the target must succeed on a DC 14 Constitution saving throw or be paralyzed until the start of the necrichor’s next turn.
Necrotic Bolt. Ranged Spell Attack: +6;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     in a 15-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Blood
                                                
                                            
                                                
                                                     their lair’s comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid.
For a few moments after feeding, nosferatu are lucid and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     catacombs of fiends, the adventurers should be 6th level. NPC survivors cowering in the crypts under the High Hall cathedral urge the characters to locate Grand Duke Ulder Ravengard of Baldur’s Gate
                                                
                                            
                                                
                                                     the High Hall cathedral and discover survivors hiding in the crypts below the cathedral.
 
  Grand Cemetery
 For characters of level 6
 The adventurers search for Grand Duke Ulder Ravengard of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Ghast Ghasts frequently organize ghouls into packs to despoil crypts and steal the wealth within. Ghast Medium Undead, Chaotic Evil
 AC 13 Initiative +3 (13)
 HP 36 (8d8)
 Speed 30 ft
                                                
                                            
                                                
                                                    
 Immunities Poison; Charmed, Exhaustion, Poisoned
 Senses Darkvision 60 ft.; Passive Perception 10
 Languages Common
 CR 2 (XP 450; PB +2)
 Traits
 Stench. Constitution Saving Throw: DC 10, any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     on a DC 13 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if
                                                
                                            
                                                
                                                     destroyed. Nevervault For Characters of 8th–10th Level Robson Michel  The crypts of the Nevervault imprison deathless threats with a tenacious grip on the realms of the living In this encounter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    Necrichor A necrichor is a being of living blood, formed from the ichor of evil gods or the sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures
                                                
                                            
                                                
                                                    . Necrichor Medium Undead
 Armor Class 12
 Hit Points 67 (9d8 + 27)
 Speed 20 ft., climb 20 ft.
  STR
 8 (–1)
 DEX
 15 (+2)
 CON
 17 (+3)
 INT
 17 (+3)
 WIS
 13 (+1)
 CHA
 10 (+0)
 
 Saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Necrichor A necrichor is a being of living blood, formed from the ichor of evil gods or the sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures
                                                
                                            
                                                
                                                    )
Saving Throws Con +6, Int +6, Wis +4
 Skills Arcana +9
 Damage Resistances acid, necrotic
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Constitution saving throw for each niche or urn they search or contract sewer plague (see chapter 8 of the Dungeon Master’s Guide). Treasure. Amid the rotted remains on each of the six stacked burial
                                                
                                            
                                                
                                                     wears a piscine, gold funerary mask (see chapter 6). The bodies here bear no grave goods and deteriorate if disturbed. 5. Crypts of the Deathless Stairs ascend to a hall lined with door frames barred
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     material. Crypts with funeral armors sucked clean of their corpses and eerily pristine catacombs are signs of infestation by carrion crawlers. Carrion Crawler Large Monstrosity, Unaligned
 AC 13
                                                
                                            
                                                
                                                     attack.
 Bite. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d4 + 2) Piercing damage plus 3 (1d6) Poison damage.
 Paralyzing Tentacles. Constitution Saving Throw: DC 12, one creature the carrion crawler
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     their lair’s comfort. Rather than retiring to crypts, they seek filthy or inaccessible fissures, places any living soul would avoid. For a few moments after feeding, nosferatu are lucid and capable
                                                
                                            
                                                
                                                    ) 
 
  WIS
  17 (+3) 
 
  CHA
  14 (+2)
Saving Throws Dex +7, Con +8, Wis +6
 Skills Perception +6, Stealth +10
 Damage Resistance necrotic
 Condition Immunities charmed, frightened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Temple Crypts The Bastion of Takhisis had countless enemies, many of whom were interred in the temple crypts (depicted on map 7.2). Lord Soth pays this level of the citadel little mind, as his
                                                
                                            
                                                
                                                     of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     the Grave. Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate
                                                
                                            
                                                
                                                     attack.
 Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     Forgotten Realms is one such setting, and that’s where the story in this adventure takes place. In the Realms, knights dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure
                                                
                                            
                                                
                                                     makes an ability check, an attack roll, or a saving throw. Spending inspiration gives the character advantage on the roll. A clever player might spend the inspiration to counteract disadvantage on a roll.
 A character can have only one inspiration at a time.
  Map of the Sword Coast View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     behind total cover takes 2 (1d4) piercing damage and must succeed on a DC 15 Constitution saving throw or take 22 (4d10) poison damage and have the poisoned condition for 1 hour. A character who
                                                
                                            
                                                
                                                     impossible to determine which direction the sound is coming from until the characters reach areas D26 or D29. They can’t discern its words until they reach area D35. D23c–D23f: Family Crypts Each crypt is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     ability checks and saving throws. Stairs. The stairs here climb up to area E2. Treasure. There are 451 silver coins in this room, which a character can collect by spending ten minutes. However, a
                                                
                                            
                                                
                                                     character who removes a coin from this room becomes cursed as noted above. E2: Second Level Heaps of rubble have fallen from this chamber’s partially collapsed ceiling. The room holds two stone crypts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     dead within the city, interring them in catacombs beneath the city’s temples or in family crypts on their own grounds. For everyone else, there’s the ignoble Shrine of the Suffering or the scattering
                                                
                                            
                                                
                                                     professional mourners. Long ago, the graveyard was an empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the city’s temples or in family crypts on their own grounds. For everyone else, there’s the ignoble Shrine of the Suffering or the scattering of cemeteries outside the city. The largest of the latter
                                                
                                            
                                                
                                                     empty estate owned by the mercantile Szarr family, with only a few family crypts near the cliffs. When a business rival murdered the entire family in their beds, no one was eager to move into their former
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     wounds, charm person, sleep
 1/day each: calm emotions, lesser restoration, plant growth
 Magic Resistance. The alseid has advantage on saving throws against spells and other magical effects
                                                
                                            
                                                
                                                     collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    ” section plays. R2: Crypts This long chamber blazes with violet flame. The walls are lined with alcoves, within which lie bodies wrapped in yellowed cloth. A brazier rests at the end of the hall. A
                                                
                                            
                                                
                                                    , two wraiths that look like spectral Knights of Solamnia emerge from crypts and attack. The wraiths vanish if a character returns any stolen goods and makes an earnest apology. Broken Passage. Lord
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the cathedral. He knows nothing of the current state of the place, but can tell the characters that all in the cathedral knew to flee to the main crypts (area H16) in case of an attack. Seltern has
                                                
                                            
                                                
                                                     once, and the d8 can be added to one attack roll, ability check, or saving throw made by the character in the next 24 hours. If the Charisma (Performance) check fails by 5 or more, a screeching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K84. Catacombs Buried deep beneath the keep of Ravenloft lie ancient catacombs, with arched ceilings supported by wide, hollow columns that double as crypts. Cobwebs hang limp in the musty air. A
                                                
                                            
                                                
                                                     in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     inconspicuously aboveground. There is also a Potion of Invisibility the cultists were saving for an emergency. C3: Uneven Chamber Roots protrude through cracks in the ceiling here. A stone stairway in the southeast
                                                
                                            
                                                
                                                     damage to whatever triggered the trap, and if the target of the trap is a creature, it must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage. The trap resets after 1 minute
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     Dexterity check to skirt the edge of the pit must make a DC 15 Dexterity saving throw to catch the edge. On a failed save, the creature falls 20 feet to the dirt floor of the pit, taking 2d6 bludgeoning
                                                
                                            
                                                
                                                     damage and landing with the prone condition. R4: Tresendar Crypts The elders of the long-gone Tresendar family were laid to rest in this mausoleum. Three large stone sarcophagi stand within this desolate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
                                                
                                            
                                                
                                                    ) poison damage and becomes poisoned for 1 hour. On a successful saving throw, it takes half as much damage and isn’t poisoned. In either case, the creature has painful stomach cramps until it finishes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
                                                
                                            
                                                
                                                    ) poison damage and becomes poisoned for 1 hour. On a successful saving throw, it takes half as much damage and isn’t poisoned. In either case, the creature has painful stomach cramps until it finishes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     racial traits: She is Small, and her walking speed is 25 feet. She can move through the space of any Medium or larger creature. She has advantage on saving throws against being frightened. She speaks
                                                
                                            
                                                
                                                     the collapsing maze is hit by debris and must make a DC 12 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed saving throw, or half as much damage on a successful one. Treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     doors without removing the spikes. If the characters open the doors, read the following text: Beyond the doors, the floor declines toward a great chasm. The tombs and crypts of dwarves sprawl like a city
                                                
                                            
                                                
                                                     (1d4 + 2) bludgeoning damage plus 7 (3d4) thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. Miss: The boomerang returns to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s House of Mastery Part school and part alehouse, this wide three-story
                                                
                                            
                                                
                                                     halfling acolytes) can inevitably be found here chatting with the city’s downtrodden, offering what healing and alms they can. The church’s only source of non-donation income is a twisting series of crypts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     object within 20 feet of it: 1d6 for a handful, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage. Casting dispel magic on smokepowder renders it permanently inert. Garmult’s
                                                
                                            
                                                
                                                     is a twisting series of crypts that extends down from an entrance behind the altar, at several points piercing the city’s sewers. For a small fee, anyone can have a corpse brought down into the cramped
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     succeed on a DC 16 Wisdom saving throw or be cursed. For as long as the curse lasts, members of the Elk tribe recognize the cursed creature as a hated enemy and are hostile toward it. In addition
                                                
                                            
                                                
                                                     throughout the year. Above the ledges, dug into the cavern walls, are narrow crypts where the honored dead are placed, their frozen corpses propped up in a standing position.  Map 3.6: Great Worm
                                                
                                            
                                        





