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Returning 35 results for 'survive seven'.
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Monsters
Baldur’s Gate: Descent into Avernus
advantage on saving throws against spells and other magical effects.
Equipment. Smiler wears leather, +2;+2 leather armor. He carries seven soul coin;soul coins in a bag and a shortsword, +1;+1
companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a
Tabaxi
Legacy
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races
Volo's Guide to Monsters
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.
Instead
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. The chapter then details the ruins of a colossus called Landro, whose dangers the characters must survive to claim the third piece of the Rod of Seven Parts.
Running This Chapter This chapter begins after the characters retrieve the second piece of the Rod of Seven Parts. The characters can knit the pieces together or keep them separate, as described in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a problem for Candlekeep. Any pair of skitterwidgets—including any left undestroyed in area U6, which survive even if the Barn Door launches into space—can mate and give birth to kiddywidgets. Those
creatures. Stonky’s ring allows a character to control his original seven skitterwidgets (the four in area U2 and the three in area U6). No others, including the offspring of the original skitterwidgets
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
as the characters advance or attempt to fall back from the arch, the bounty hunters spring their ambush: Seven figures spring up from behind the wall, aiming longbows at you.
“Clear out!” one of
them shouts. “La Paloma pays for her crimes this day!” Without hesitation, they attack.
Seven bounty hunters (use the scout stat block) shoot from behind the waist-high wall, which grants them half
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
without a plan, they’re unlikely to survive the experience, let alone retrieve the first piece of the Rod of Seven Parts. See the advice below for handling strategies the characters might adopt. Being
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
creatures into thinking they’re breathing? In the Astral Sea, one can never be certain. All that really matters is that a creature can survive indefinitely in the Astral Sea, never aging and never feeling
. Astral travelers often rely on what is considered the standard way of keeping time.
A standard day is 24 hours long. A standard week is seven standard days, and a standard month is four standard weeks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
traders backed by the Ytepka Society (pronounced yeh-TEP-kah), or risk a bloody conflict that probably would have ended with the city winning its independence anyway. Seven Chultan traders have since
prowl the surrounding sea, and the mouth of the bay is home to a greedy dragon turtle. Characters who question locals can learn rumors that might help them survive the perils of Chult. The characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Laeral Silverhand Anamanué Laeral Silverhand was born in the Year of the Cowl (765 DR), the fifth of seven daughters of the goddess Mystra. Each of the Seven Sisters is a powerful and ageless beauty
until she uses an action to quench it. She gains one of the following benefits of her choice, which lasts until the silver fire ends:
She can breathe underwater. She can survive without food and water
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The storm giants cultivate 10-foot-tall, 10-foot-wide anemones that can survive out of the water and have hollow cavities within them. The giants use the anemones as treasure chests and for waste
creatures that can’t breathe water aren’t likely to survive for long without the aid of water breathing spells or similar magic.
Doors and Secret Doors. The giant-sized doors throughout Maelstrom
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
: A mountain, with a left-facing fish, surmounted by a seven-pointed star.
Gharraghaur. The dwarves of Gharraghaur were the original delvers beneath the earth at the site of present-day Mirabar. The
as Sundbarr and Adbar, survive and thrive yet today. Mark: a horizontal, double-headed hammer in a triangle of three sparkling gems.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, sparsely inhabited part of Ravnica far from the political activity of the Tenth District. The Simic guildhall, Zameck, is located in Zonot Seven within Precinct Five of Ravnica’s Tenth District. A huge
change in order to survive, and slow, small steps in pursuit of an ideal vision aren’t enough. The future of the guild is in imminent danger, and the Simic need to focus on survival. Adaptationists
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
you can easily change this information to suit your story. A1. Common Room The hideout’s front entrance opens into this room. Seven mismatched chairs are scattered around this homely common room. A
occasionally feed on the energy of the living to survive. Korvala has created eight gingwatzims so far, six disguised as books and two more to guard her office. Korvala never intended her gingwatzims to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Amphail Named for its founder, a former warlord of Waterdeep, the small town of Amphail is home to just over seven hundred souls, yet it sought and received membership in the Lords’ Alliance just
obligations). Some businesses survive entirely by bringing the comforts of Waterdeep to Amphail, creating gathering places where young nobles can feel at home. The three greatest families with significant
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Menzoberranzan and Blingdenstone, sabotaging supply caravans and generally causing mayhem. They usually kill or convert victims who survive their initial attacks, although Makubli recently turned over
Hartoph Seven Lolth devotees are meeting in this room to plan an assault on a svirfneblin mining operation located about 20 miles from Web’s Edge. The devotees have coordinated with two Lolth
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
with the Emerald Enclave. On the Council Because the Lords’ Alliance is a confederation, the order sends seven delegates to the Council of Waterdeep, each effectively representing his or her own
Resources: Waterdeep’s army and conscript troops Lady Laeral is present starting with the second council, at which point she becomes the Open Lord of Waterdeep. She is one of the Seven Sisters—legendary
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gift must eat bones or grave dirt to survive. At dawn, if the creature has not eaten at least 1 pound of bones or grave dirt in the past 24 hours, it dies. South Sarcophagus. The vestige within this
and a third lidless eye blinded by cataracts. Five more cling to the walls and ceiling. The ceiling here is 10 feet high. The seven hungry ghasts that lair here fight to the death. The ghasts have
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with the Emerald Enclave. On the Council Because the Lords’ Alliance is a confederation, the order sends seven delegates to the Council of Waterdeep, each effectively representing his or her own
Resources: Waterdeep’s army and conscript troops Lady Laeral is present starting with the second council, at which point she becomes the Open Lord of Waterdeep. She is one of the Seven Sisters—legendary
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
with the Emerald Enclave. On the Council Because the Lords’ Alliance is a confederation, the order sends seven delegates to the Council of Waterdeep, each effectively representing his or her own
Resources: Waterdeep’s army and conscript troops Lady Laeral is present starting with the second council, at which point she becomes the Open Lord of Waterdeep. She is one of the Seven Sisters—legendary
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
emerges from the totality of these beliefs. Most gnomes believe that Garl Glittergold and his seven able assistants dwell on, in, or under seven summits known as the Golden Hills. This is the place from
led them into the Underdark and taught them how to survive, but all gnomes see him as the embodiment of the drive to know more, to examine everything more minutely — and thereby make great
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. He wants to recover a chip of this emerald as a sacred relic and return it to other worshipers of Dumathoin before he dies. Return. Rivibiddel knows he can’t survive the difficult swim to leave the
reviewing this map automatically finds any secret door in the crypt. Treasure. The mummy has a gemstone worth 500 gp hidden in its torso. P18: Obelisk Chamber This room is lined with seven carvings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
turn the spirit have failed. Those who brave its unearthly approach and allow Ruid to pass through them learn a secret truth about someone or something in their life — if they survive.
Brindul Alley
leader of the House of Wonder, but is more infamous for its Circle of Skulls. This infrequent and unpredictable haunting takes the form of seven floating skulls, which hover in a circle and argue with one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Thay only if you decide she does so. Entry Points. Choose a starting location for the party from among the seven entry points in the Doomvault. Black gates in the following areas have entry points
need to contend with these humanoids. Thayans as Foes. Thayan humanoids in the dungeon, especially Red Wizards, prefer to survive encounters with the characters. (All Thayans in the dungeon are non
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
as well as) the stirges, the kobolds fight back. Otherwise, the kobolds hang back, trying to stay out of the way until the fight is over. Once the stirges have been defeated, if the kobolds survive
used for research in centuries past. The sculpture depicts the planet of Toril (the world of the Forgotten Realms), its moon (called Selûne), the sun, and seven other planets, as well as one comet with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
on the face of a coin is stamped into the flagstones that pave this plaza. An old sign bearing this same image hangs above the door of a large hall in the center of the plaza.
Seven kenku wander the
in miniature before the chasm’s edge. Emaciated figures appear from behind these tombs and fix their hungry eyes upon you.
Seven ghouls prowl the grounds and attack as soon as they realize the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
walls, rising about seven feet off the floor and perhaps ten feet wide. A number of coffers, their lids closed, lie around the room.
Three long tables, benches to either side, are set in the central
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
will be transformed into illithids—if they survive at all! As the mind flayer is defeated, Qunbraxel boasts, “The ritual can’t be stopped. The chosen ones know all about you. The Far Realm will twist
in the crypt beneath Talhundereth but doesn’t yet know where in the crypt to find it. The Map. The map drawn on the wall shows the obelisk reassembled with all seven parts. Three stylized mind flayers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
seven small gold spikes project upward.
The crowned helmet is an ancient dwarven relic (see “Treasure” below) that radiates strong magic when scrutinized with a detect magic spell. As soon as
, challenging those who avert their eyes to behold his power and beauty. The medusa is infuriated if anyone manages to meet his gaze and survive, concentrating his attacks on such characters. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, is a seven-foot-tall statue of a female duergar in a scale mail robe. The top of its head above the eyes has been sheared off, making a space for a stone brazier that gives off a flickering flame
to be on Grandolpha’s side, the duergar that support her turn against their kin. If the characters let these duergar fight among themselves, five duergar survive the battle, all of them loyal to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a
!
Overcoming the jabberwock in area P22 is one of the main challenges of this chapter and, indeed, the whole adventure. The characters are unlikely to survive a head-on fight with the creature, but there
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Destroying a statue (AC 18, 60 hit points, immunity to necrotic, poison, and psychic damage) also disables its attack. Once a statue has attacked, the trap must be reset manually. If any duergar survive
hallway leads to a large open chamber. Three doors open into it, and a dark pool fills a low stone basin in its center. The chamber is littered with the remains of old warriors. Seven dwarf corpses lie
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
to survive and help other prisoners stay alive. While doing so, she has learned one piece of lore. Shalendra asks for a glyph key; if given one, she goes to the gatehouse to recuperate. If not, she
chains are fastened to the floor. In the northeast corner is a black gate.
Creatures. A wight and seven skeletons are tormenting a prone, reduced-threat glabrezu (see “Reduced-Threat Monsters” above
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
conjuration magic within a piece of the Rod of Seven Parts to create portals that allow the ship to quickly traverse the multiverse. The rod piece was stored below the bridge on the ship’s prow. Emergency
survivors of the attack. Ikasa hasn’t had the opportunity to find Palenna due to being trapped on the lifeboat, and he is afraid Daveras will become despondent thinking about his friend trying to survive
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
warrior holds a sword in one hand and a smith’s hammer in the other. The statue is about seven feet tall and stands on a large stone pedestal.
The statue is part of another trap designed to thwart
room. Any orcs slain in area 4 are replaced by orcs from this room, if any survive. Treasure. A successful DC 10 Wisdom check reveals a loose stone on the south wall, concealing a sack that holds 250
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
feet square, like the others, and a giant eel more than 20 feet long could not be expected to survive long in such confinement. In fact, the eel hastened its own death by vainly battering at the walls
sahuagin are barracked here, awaiting the completion and flooding of their accommodations on level 1. The occupants include forty-five sahuagin, ten sahuagin coral smashers, seven sahuagin champions, four