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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

torre de menagem

Gerador de Masmorras Aleatórias d20

Esgotos de Águas Profundas

Nível 10

Em geral Paredes Alvenaria Armada (Subida DC 20)

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Chão Pedra Lisa

Temperatura Média

Iluminação Sombreado (fungos fosforescentes ou velas a cada 6 metros)

Recursos do a As paredes aqui foram gravadas com runas estranhas

corredor c Alguém rabiscou "A Companhia da Lâmpada Arcana matou quatro trolls aqui" aqui

e Um poço estreito desce do corredor até uma câmara de monturo abaixo

eu Armadilha de Parede Esmagadora: ND 10; mecânico; gatilho de localização;


reinicialização automática; nenhuma jogada de ataque é necessária (18d6,
esmagamento); Pesquisar CD 20; Desativar dispositivo DC 25

eu Armadilha de Parede Esmagadora: ND 10; mecânico; gatilho de localização;


reinicialização automática; nenhuma jogada de ataque é necessária (18d6,
esmagamento); Pesquisar CD 20; Desativar dispositivo DC 25

n Um poço estreito cai no corredor de cima

R Um grupo de rostos demoníacos foi esculpido nas paredes

é Armadilha bem camuflada: ND 8; mecânico; gatilho de localização; redefinição de


reparo; Salvamento de Reflexos CD 20 evita; 30 metros de profundidade (10d6, queda);
Procurar CD 27; Desativar dispositivo DC 18

você Um poço estreito cai no corredor de cima

v Esqueletos pendurados em correntes e algemas contra as paredes

c Grande Pavimento Eletrificado: CR 9; dispositivo mágico; gatilho de localização; sem


reinicialização; choque elétrico (7d6 de dano elétrico, resistência de Reflexos CD 12 para
metade do dano); alvos múltiplos (todos os alvos em um quadrado de 20 pés); Procurar
CD 24; Desativar dispositivo DC 24

Monstros Errantes 1 3 x Morcela (lodo), vagando sem sentido

2 9 x Wraith, em busca de um objeto roubado de seu covil

3 15 x Sombra, caçando comida

4 3 x Doppelganger, perdido e desesperado

5 3 x Aboleth, reunidos em torno de um santuário maligno

6 5 x Grick, em busca de comida e tesouro

Sala 1 Entrada Norte Arco

Entrada Oeste Arco

Entrada Leste #1 Arco


→ Leva à sala nº 2 , habitada por 4 x Morcela

Entrada Leste #2 Arco


→ Leva à sala #20

Características do Várias estátuas sem cabeça estão espalhadas pela sala, e alguém rabiscou o diagrama de
quarto uma armadilha mecânica na parede norte.

Quarto #2 Entrada Oeste Arco


→ Leva à sala nº 1

Entrada Leste Arco


→ Leva à sala #3

Entrada Sul Arco


→ Leva à sala #20

Monstro 4 x Morcela (lodo)

Morcela: CR 7; Enorme lodo; DV 10d10+60; 115 cv; Inicialização -5; Acelere 20 pés (4
quadrados), suba 20 pés; AC 3 (-2 tamanho, -5 dex), toque 3, pé chato 3; Ataque Base +7;
Grupo +18; Atq +8 corpo a corpo (2d6+4 mais 2d6 ácido, pancada); Atq Total +8 corpo a
corpo (2d6+4 mais 2d6 ácido, pancada); Espaço/Alcance 15 pés/10 pés; SA Ácido,
constringir 2d6+4 mais 2d6 ácido, agarrar melhorado; SQ Blindsight 60 pés, traços
divididos, lodo; AL N; SV Forte +9, Ref -2, Vontade -2; Str 17, Dex 1, Con 22, Int -, Sab 1,
Cha 1
Perícias e Talentos: Subir +11; -

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Quarto #3 Entrada Oeste Arco


→ Leva à sala nº 2 , habitada por 4 x Morcela

Entrada Leste #1 Arco

Entrada Leste #2 Arco


→ Leva à sala #16 , habitada por 7 x Minotauro Zumbi

Características do Uma tapeçaria desbotada e rasgada está pendurada na parede leste, e uma pilha de
quarto flechas quebradas está no canto sudeste da sala.

Quarto #4 Entrada Leste Arco

Características do Uma tapeçaria desbotada e rasgada está pendurada na parede leste, e uma forja e uma
quarto bigorna ficam no lado norte da sala.

Monstro 11 x Sombra

Sombra: ND 3; Mortos-vivos médios (incorpóreos); HD 3d12; PV 19; Inicialização +2; Spd


Fly 40 pés (bom) (8 quadrados); CA 13 (+2 destreza, +1 deflexão), toque 13, surpresa 11;
Ataque Base +1; Grupo -; Atk +3 corpo a corpo (1d6 For, toque incorpóreo); Atq total +3
corpo a corpo (1d6 For, toque incorpóreo); Espaço/alcance 5 pés/5 pés; SA Cria spawn,
dano de força; QE Visão no Escuro 18 metros, traços incorpóreos, +2 resistência a
turnos, traços de mortos-vivos; AL CE; Forte SV +1, Ref +3, Vontade +4; Str -, Dex 14, Con
-, Int 6, Sab 12, Cha 13
Perícias e Talentos: Esconder-se +8*, Ouvir +7, Procurar +4, Observar +7; Prontidão,
Esquiva

Quarto #5 Entrada Oeste Arco

Entrada Leste Arco

Características do Um poço estreito desce da sala até uma tumba saqueada abaixo, e um som de arranhão
quarto pode ser ouvido no canto noroeste da sala.

Quarto #6 Entrada Leste Arco


→ Leva à sala #18

Entrada Sul Arco


→ Leva à sala #31

Vazio  

Quarto #7 Entrada Oeste Arco

Entrada Leste Arco


→ Leva à sala #8

Entrada Sul Arco


→ Leva à sala #33

Vazio  

Quarto #8 Entrada Norte Arco

Entrada Oeste Arco


→ Leva à sala #7

Entrada Leste Arco

Entrada Sul Arco


→ Leva à sala #34

Características do Uma tapeçaria de mitologia antiga está pendurada na parede norte, e alguém rabiscou
quarto "As Varinhas de Beymoor saquearam este lugar" na parede leste.

Quarto #9 Entrada Leste #1 Arco


→ Leva à sala #10 , habitada por 7 x Wraith

Entrada Leste #2 Arco


→ Leva à sala #23 , habitada por 13 x Gargantilha

Entrada Sul Arco

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→ Leva à sala #35 , habitada por 4 x Flesh Golem

Características do Uma piscina mágica no canto noroeste da sala convoca um elemental da água para servir
quarto quem bebe dela (mas apenas uma vez), e um odor azedo enche a sala.

Quarto #10 Entrada Oeste Arco


→ Leva à sala #9

Entrada Leste Arco


→ Leva ao quarto #11 , habitado por 13 x Derro

Entrada Sul Arco


→ Leva à sala #23 , habitada por 13 x Gargantilha

Monstro 7 x Espectro

Aparição: ND 5; Mortos-vivos médios (incorpóreos); DV 5d12; PV 32; Inicialização +7;


Spd Fly 60 pés (bom) (12 quadrados); CA 15 (+3 destreza, +2 deflexão), toque 15,
surpresa 12; Ataque Base +2; Grupo -; Atk +5 corpo a corpo (1d4 mais 1d6 de drenagem
de Constituição, toque incorpóreo); Atq Total +5 corpo a corpo (1d4 mais 1d6 de
drenagem de Constituição, toque incorpóreo); Espaço/alcance 5 pés/5 pés; Dreno de
Constituição SA, criação de spawn; QE Visão no Escuro 18 metros, impotência à luz do
dia, características incorpóreas, +2 de resistência a turnos, características de mortos-
vivos, aura não natural; AL LE; Forte SV +1, Ref +4, Vontade +6; Str -, Dex 16, Con -, Int
14, Sab 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #11 West Entry #1 Archway


→   Leads to room #10, inhabited by 7 x Wraith

West Entry #2 Archway

East Entry Archway

→   Leads to room #19, inhabited by 4 x Cloaker

Room Features A fountain of water sits against the north wall, and someone has scrawled "It's a trap"
on the west wall

Monster 13 x Derro

Derro: CR 3; Small monstrous humanoid; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4
squares); AC 19 (+1 size, +2 dex, +2 natural, +3 studded leather armor, +1 buckler), touch
13, flat-footed 17; Base Atk +3; Grp -1; Atk +4 melee (1d4/19-20, short sword) or +6
ranged (1d6/19-20 plus poison, repeating light crossbow); Full Atk +4 melee (1d4/19-20,
short sword) or +6 ranged (1d6/19-20 plus poison, repeating light crossbow);
Space/Reach 5 ft./5 ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ
Madness, spell resistance 15 vulnerability to sunlight; AL CE; SV Fort +2, Ref +5, Will +6;
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10, Listen +1, Move Silently +8; Blind-Fight, Improved
Initiative
Treasure: 8000 sp; Potion of Cure Moderate Wounds (300 gp); hoard total 1100 gp

Room #12 South Entry Archway


→   Leads to room #25, inhabited by 2 x Succubus

Room Features Someone has scrawled "The curse can't be broken" in goblin runes on the south wall,
and a bent key lies in the north side of the room

Hidden Treasure Hidden (Search DC 30) Unlocked Strong Wooden Chest (hard 5, 20 hp)

1300 gp; hoard total 1300 gp

Room #13 East Entry Archway


→   Leads to room #14

South Entry Archway


→   Leads to room #25, inhabited by 2 x Succubus

Monster 1 x Clay Golem

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Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Trap Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical; location trigger;
manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save
avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10 ft. by 10 ft. area);
pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison
(giant wasp poison [injury, Fort DC 18, 1d6 Dex/1d6 Dex]); Search DC 20; Disable Device
DC 20

Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 25, break DC 18;
hard 5, 15 hp)

1600 gp; Aquamarine (600 gp), Chrysoprase (60 gp), Star Rose Quartz (50 gp); Staff of
Illumination (5 of 50 charges) (4825 gp); hoard total 7135 gp

Room #14 North Entry Archway

West Entry Archway


→   Leads to room #13, inhabited by 1 x Clay Golem

East Entry Archway

Room Features The walls are covered with scorch marks, and several wax blobs are scattered throughout
the room

Room #15 South Entry Archway


→   Leads to room #27

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)

Treasure: 2200 gp; Heavy Steel Shield (Medium) (+1 shield) (1170 gp), Helm of
Comprehend Languages and Read Magic (5200 gp) (design provides clue to function),
Oil of Darkness (300 gp), Potion of Hide from Animals (50 gp), Wand of Magic Missile
(1st) (34 of 50 charges) (510 gp); hoard total 9430 gp

Hidden Treasure Trapped and Locked Strong Wooden Chest (Open Lock DC 30, break DC 25; hard 5, 20
hp)
Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm); automatic reset;
spell effect (Incendiary Cloud, 15th level wizard, 4d6/round for 15 rounds, DC 22 Reflex
save half damage); Search DC 33; Disable Device DC 33

1800 gp; Aquamarine (400 gp), Chrysoprase (20 gp), Coral (100 gp), Moonstone (40
gp), Moss Agate (14 gp), Obsidian (11 gp), Sardonyx (30 gp); Divine Scroll (Deathwatch
(25 gp)) (total 25 gp), Hat of Disguise (1800 gp), Heavy Steel Shield (Medium) (+1
shield) (design provides clue to function) (1170 gp), Potion of Lesser Restoration (300
gp); hoard total 5710 gp

Room #16 West Entry Archway


→   Leads to room #3

East Entry Archway


→   Leads to room #17, inhabited by 8 x Troglodyte and 11 x Monitor Lizard

South Entry Archway


→   Leads to room #29, inhabited by 3 x Hill Giant

Monster 7 x Minotaur Zombie

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Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6 squares;
can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base Atk +6; Grp
+15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee (1d8+5,
slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee
(1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex
8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #17 North Entry Archway

West Entry Archway


→   Leads to room #16, inhabited by 7 x Minotaur Zombie

South Entry Archway


→   Leads to room #40

Monster 8 x Troglodyte and 11 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 300 gp; hoard total 300 gp

Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #18 North Entry #1 Archway

North Entry #2 Archway

West Entry Archway


→   Leads to room #6

South Entry Archway


→   Leads to room #32, inhabited by 12 x Wraith

Empty  

Room #19 West Entry Archway


→   Leads to room #11, inhabited by 13 x Derro

East Entry Archway


→   Leads to room #24

Room Features A mural of ancient mythology covers the ceiling, and a stack of barrels filled with rotting
fruit stands against the west wall

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Monster 4 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 1400 gp; Brass Bracer set with Jasper and Moonstone (10 gp), Cloth Vest
threaded with Silver (50 gp), Copper Cup inlaid with a Meandros of Gold (70 gp), Fine
Steel Chime engraved with Thorned Vines (130 gp); hoard total 1660 gp

Room #20 North Entry Archway


→   Leads to room #2, inhabited by 4 x Black Pudding

West Entry #1 Archway


→   Leads to room #1

West Entry #2 Archway


→   Leads to room #28

Empty  

Room #21 East Entry Archway


→   Leads to room #29, inhabited by 3 x Hill Giant

Room Features Someone has scrawled "silver, gray, gray" on the north wall, and several pieces of broken
glass are scattered throughout the room

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #22 East Entry Archway

South Entry #1 Archway


→   Leads to room #43

South Entry #2 Archway

→   Leads to room #44, inhabited by 1 x Fire Giant

Monster 4 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft. (4 squares);
AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee
(1d8+3, bite); Full Atk +8 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Petrifying gaze;
SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8,
Con 15, Int 2, Wis 12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great Fortitude

Room #23 North Entry Archway


→   Leads to room #10, inhabited by 7 x Wraith

West Entry Archway


→   Leads to room #9

South Entry #1 Archway


→   Leads to room #41

South Entry #2 Archway

Monster 13 x Choker

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Choker: CR 2; Small aberration; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4 squares), climb
10 ft.; AC 17 (+1 size, +2 dex, +4 natural), touch 13, flat-footed 15; Base Atk +2; Grp +5;
Atk +6 melee (1d3+3, tentacle); Full Atk +6 melee (1d3+3, 2 tentacles); Space/Reach 5
ft./10 ft.; SA Improved grab, constrict 1d3+3; SQ Darkvision 60 ft., quickness; AL CE; SV
Fort +2, Ref +5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills and Feats: Climb +13, Hide +10, Move Silently +6; Improved Initiative, Lightning
Reflexes, Stealthy
Treasure: 130 gp; Blue Quartz (13 gp), Eye Agate (12 gp), Golden Yellow Topaz (500 gp),
Hematite (10 gp), Jasper (80 gp), Malachite (10 gp), Onyx (30 gp), White Pearl (90 gp);
hoard total 875 gp

Room #24 West Entry #1 Archway


→   Leads to room #19, inhabited by 4 x Cloaker

West Entry #2 Archway


→   Leads to room #38, inhabited by 4 x Phasm

East Entry Archway


→   Leads to room #25, inhabited by 2 x Succubus

South Entry Archway

Empty  

Room #25 North Entry #1 Archway


→   Leads to room #12

North Entry #2 Archway


→   Leads to room #13, inhabited by 1 x Clay Golem

West Entry Archway


→   Leads to room #24

South Entry Archway

Monster 2 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 170 pp; Citrine (50 gp), Coral (70 gp), Star Rose Quartz (50 gp), White Pearl
(150 gp); Heavy Steel Shield (Small) (+1 shield, Light Fortification) (4170 gp), Necklace of
Fireballs (II) (2700 gp), Necklace of Fireballs (III) (4350 gp), Studded Leather (Medium)
(+1 armor) (design provides clue to function) (1175 gp); hoard total 14415 gp

Room #26 North Entry Archway

East Entry Archway


→   Leads to room #27

South Entry Archway


→   Leads to room #52

Empty  

Room #27 North Entry Archway


→   Leads to room #15, inhabited by 4 x Drider

West Entry Archway


→   Leads to room #26

South Entry Archway

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→   Leads to room #53, inhabited by 2 x Gargantuan Monstrous Spider

Room Features A stream of blood flows along a channel in the floor, and a forge and anvil sit in the
north-west corner of the room

Room #28 East Entry #1 Archway


→   Leads to room #20

East Entry #2 Archway


→   Leads to room #42

Room Features Part of the ceiling has collapsed into the room, and several pieces of torn paper are
scattered throughout the room

Room #29 North Entry Archway


→   Leads to room #16, inhabited by 7 x Minotaur Zombie

West Entry Archway


→   Leads to room #21, inhabited by 1 x Clay Golem

East Entry Archway


→   Leads to room #40

South Entry Archway


→   Leads to room #55

Room Features A faded and torn tapestry hangs from the east wall, and a shattered hammer lies in the
north side of the room

Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 190 pp; Aquamarine (300 gp), Sardonyx (70 gp); Arcane Scroll (Deep Slumber
(375 gp), Greater Magic Weapon (375 gp), Arcane Eye (700 gp), Wall of Fire (700 gp))
(total 2150 gp); hoard total 4420 gp

Room #30 East Entry Archway


→   Leads to room #31

South Entry Archway


→   Leads to room #45, inhabited by 5 x Hill Giant

Room Features A wooden platform hangs over a deep pit in the east side of the room, and someone has
scrawled "Mind the gap" on the east wall

Room #31 North Entry Archway


→   Leads to room #6

West Entry #1 Archway


→   Leads to room #30

West Entry #2 Archway


→   Leads to room #45, inhabited by 5 x Hill Giant

South Entry Archway

→   Leads to room #57, inhabited by 11 x Cloaker

Empty  

Room #32 North Entry Archway


→   Leads to room #18

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Room Features A magical statue in the north side of the room answers questions with lies and
falsehoods, and the south and west walls have been engraved with geometric patterns

Monster 12 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #33 North Entry Archway


→   Leads to room #7

West Entry Archway


→   Leads to room #46

East Entry #1 Archway


→   Leads to room #34

East Entry #2 Archway


→   Leads to room #47, inhabited by 8 x Troll

Empty  

Room #34 North Entry #1 Archway


→   Leads to room #8

North Entry #2 Archway

West Entry Archway


→   Leads to room #33

South Entry #1 Archway


→   Leads to room #47, inhabited by 8 x Troll

South Entry #2 Archway


→   Leads to room #48, inhabited by 4 x Drider

Room Features The floor is covered in square tiles, alternating white and black, and a briny odor fills the
south side of the room

Room #35 North Entry Archway


→   Leads to room #9

East Entry Archway


→   Leads to room #41

South Entry Archway


→   Leads to room #48, inhabited by 4 x Drider

Monster 4 x Flesh Golem

Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares);
AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10
melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft.,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #36 North Entry Archway

West Entry Archway

East Entry Archway


→   Leads to room #37, inhabited by 2 x Succubus

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Room Features A tile mosaic of ancient mythology covers the floor, and a small table and crude bookcase
sit in the south-east corner of the room

Monster 11 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #37 West Entry Archway


→   Leads to room #36, inhabited by 11 x Wight

East Entry Archway


→   Leads to room #38, inhabited by 4 x Phasm

South Entry Archway


→   Leads to room #49

Room Features A fountain of water sits against the west wall, and someone has scrawled a diagram of a
mechanical trap on the west wall

Monster 2 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive

Treasure: 130 pp; Banded Agate (12 gp), Black Star Sapphire (800 gp), Blue-white
Diamond (4000 gp), Iolite (80 gp), Malachite (9 gp); Potion of Cat's Grace (300 gp);
hoard total 6501 gp

Room #38 West Entry Archway


→   Leads to room #37, inhabited by 2 x Succubus

East Entry #1 Archway


→   Leads to room #24

East Entry #2 Archway

South Entry #1 Archway


→   Leads to room #49

South Entry #2 Archway


→   Leads to room #50

Room Features Someone has scrawled "Upon the solstice in the Year of Runes, when the Silver Boar is
chained and blades pierce the sky, the Eight Tyrants shall fall" on the west wall, and
several pieces of rotting wood are scattered throughout the room

Monster 4 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Treasure: 18000 sp; Arcane Scroll (Disguise Self (150 gp)) (total 150 gp), Arcane Scroll
(Open/Close (12 gp 5 sp), Protection from Chaos/Evil/Good/Law (25 gp), Invisibility (150

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gp)) (total 187 gp 5 sp), Wand of Detect Secret Doors (4 of 50 charges) (60 gp); hoard
total 2197 gp 5 sp

Room #39 East Entry Archway

→   Leads to room #52

South Entry Archway

Trap Arrow Blaster: CR 8; mechanical; location trigger; manual reset; Atk +15 ranged (7d6/x3);
multiple targets (up to three targets within 10 ft. of trigger); Search DC 24; Disable
Device DC 24

Room #40 North Entry Archway


→   Leads to room #17, inhabited by 8 x Troglodyte and 11 x Monitor Lizard

West Entry Archway


→   Leads to room #29, inhabited by 3 x Hill Giant

East Entry Archway

→   Leads to room #43

South Entry Archway


→   Leads to room #56

Empty  

Room #41 North Entry Archway


→   Leads to room #23, inhabited by 13 x Choker

West Entry Archway


→   Leads to room #35, inhabited by 4 x Flesh Golem

South Entry Archway


→   Leads to room #59, inhabited by 4 x Dire Bear

Room Features Someone has scrawled "When the Black Hare is chained and blades pierce the sky, That
Which Never Sleeps shall conquer the Kingdom of Scrolls" on the west wall, and a pile of
shattered weapons lies in the south-east corner of the room

Room #42 West Entry Archway


→   Leads to room #28

East Entry Archway


→   Leads to room #54

Empty  

Room #43 North Entry Archway


→   Leads to room #22, inhabited by 4 x Basilisk

West Entry #1 Archway


→   Leads to room #40

West Entry #2 Archway


→   Leads to room #56

South Entry Archway


→   Leads to room #63

Room Features A narrow shaft falls into the room from above, and a fountain of water sits against the
north wall

Room #44 North Entry Archway


→   Leads to room #22, inhabited by 4 x Basilisk

East Entry Archway


→   Leads to room #45, inhabited by 5 x Hill Giant

Monster 1 x Fire Giant

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Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 9000 sp; Alexandrite (500 gp), Chalcedony (20 gp), Golden Pearl (90 gp), Jet
(110 gp), Malachite (5 gp), Obsidian (9 gp), Red Spinel (140 gp), Rhodochrosite (8 gp);
hoard total 1782 gp

Room #45 North Entry Archway


→   Leads to room #30

West Entry Archway


→   Leads to room #44, inhabited by 1 x Fire Giant

East Entry #1 Archway


→   Leads to room #31

East Entry #2 Archway


→   Leads to room #57, inhabited by 11 x Cloaker

Room Features A narrow ledge runs along the north and west walls, and several bent copper coins are
scattered throughout the room

Monster 5 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 200 pp; Earthenware Tankard painted with Mythical Imagery (60 gp), Wooden
Plate set with Citrine and Sardonyx (20 gp); Arcane Scroll (Glitterdust (150 gp), Silence
(200 gp)) (total 350 gp), Potion of Enlarge Person (250 gp); hoard total 2680 gp

Room #46 East Entry Archway


→   Leads to room #33

South Entry Archway


→   Leads to room #66, inhabited by 8 x Wraith

Room Features A shallow pool of oil lies in the south side of the room, and a pile of rotten fruit lies in the
south-east corner of the room

Room #47 North Entry Archway


→   Leads to room #34

West Entry #1 Archway


→   Leads to room #33

West Entry #2 Archway


→   Leads to room #58

Monster 8 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track

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Treasure: 270 pp; Amethyst (110 gp), Citrine (50 gp), Deep Green Spinel (70 gp), Jasper
(30 gp), Rose Quartz (60 gp); Wand of Bear's Endurance (25 of 50 charges) (2250 gp);
hoard total 5270 gp

Room #48 North Entry #1 Archway


→   Leads to room #34

North Entry #2 Archway


→   Leads to room #35, inhabited by 4 x Flesh Golem

East Entry Archway

→   Leads to room #59, inhabited by 4 x Dire Bear

South Entry Archway


→   Leads to room #67

Room Features A tile labyrinth covers the floor, and a mouldy odor fills the room

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 3800 gp; Alexandrite (400 gp), Black Pearl (500 gp), Emerald (1300 gp), Fire
Opal (1200 gp), Golden Pearl (70 gp), Golden Yellow Topaz (400 gp), Peridot (50 gp),
Star Ruby (800 gp); Arcane Scroll (Enthrall (200 gp)) (total 200 gp), Potion of Cure
Light Wounds (50 gp), Wand of Fox's Cunning (27 of 50 charges) (2430 gp); hoard total
11200 gp

Hidden Treasure Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)

180 pp; hoard total 1800 gp

Room #49 North Entry #1 Archway

→   Leads to room #37, inhabited by 2 x Succubus

North Entry #2 Archway


→   Leads to room #38, inhabited by 4 x Phasm

West Entry Archway


→   Leads to room #60, inhabited by 3 x Aboleth

East Entry Archway


→   Leads to room #50

Room Features Several iron cages are scattered throughout the room, and a shattered hammer lies in the
north side of the room

Room #50 North Entry Archway


→   Leads to room #38, inhabited by 4 x Phasm

West Entry Archway


→   Leads to room #49

East Entry Archway


→   Leads to room #51

South Entry Archway


→   Leads to room #73

Room Features Someone has scrawled a crude drawing of a succubus on the north wall, and a corroded
holy symbol lies in the south-west corner of the room

Room #51 West Entry Archway


→   Leads to room #50

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South Entry Archway


→   Leads to room #75

Room Features The walls have been engraved with glowing symbols, and a carved stone statue stands in
the west side of the room

Room #52 North Entry Archway


→   Leads to room #26

West Entry Archway


→   Leads to room #39

South Entry #1 Archway


→   Leads to room #70, inhabited by 11 x Troglodyte and 7 x Monitor Lizard

South Entry #2 Archway


→   Leads to room #71, inhabited by 1 x Clay Golem

Empty  

Room #53 North Entry Archway


→   Leads to room #27

West Entry Archway


→   Leads to room #71, inhabited by 1 x Clay Golem

Monster 2 x Gargantuan Monstrous Spider (vermin)

Gargantuan monstrous spider: CR 8; Gargantuan vermin; HD 16d8+32; hp 104; Init +3;


Spd 30 ft. (6 squares), climb 20 ft.; AC 19 (-4 size, +3 dex, +10 natural), touch 9, flat-
footed 16; Base Atk +12; Grp +31; Atk +15 melee (2d8+10 plus poison, bite); Full Atk +15
melee (2d8+10 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison, web; SQ
Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +12, Ref +8, Will +5;
Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2
Skills and Feats: Climb +14, Hide -5*, Jump +7*, Spot +4*; -
Treasure: 180 gp; Chrysoberyl (120 gp), Fiery Yellow Corundum (600 gp), Iolite (60 gp),
Pink Pearl (120 gp), Turquoise (12 gp); Arcane Scroll (Invisibility (150 gp)) (total 150 gp),
Potion of Cure Light Wounds (50 gp) (Delusion curse); hoard total 1292 gp

Room #54 West Entry Archway


→   Leads to room #42

East Entry Archway


→   Leads to room #55

South Entry #1 Archway


→   Leads to room #77, inhabited by 2 x Hill Giant

South Entry #2 Archway

→   Leads to room #78, inhabited by 4 x Black Pudding

Room Features A cube of solid stone stands in the north-west corner of the room, and a rusted
breastplate lies in the south side of the room

Room #55 North Entry Archway


→   Leads to room #29, inhabited by 3 x Hill Giant

West Entry Archway


→   Leads to room #54

South Entry Archway


→   Leads to room #79

Room Features A tapestry of arcane patterns hangs from the east wall, and a cube of solid stone stands
in the south-west corner of the room

Room #56 North Entry Archway


→   Leads to room #40

East Entry Archway

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→   Leads to room #43

Room Features A mural of geometric patterns covers the ceiling, and lit candles are scattered across the
floor

Room #57 North Entry Archway


→   Leads to room #31

West Entry #1 Archway


→   Leads to room #45, inhabited by 5 x Hill Giant

West Entry #2 Archway


→   Leads to room #65

East Entry Archway


→   Leads to room #66, inhabited by 8 x Wraith

South Entry Archway

Room Features A mural of geometric patterns covers the ceiling, and several pieces of rotten fruit are
scattered throughout the room

Monster 11 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 260 pp; Alexandrite (600 gp), Amethyst (100 gp), Azurite (11 gp), Brown-green
Garnet (70 gp), Fire Opal (900 gp), Malachite (9 gp), Pink Pearl (90 gp); Arcane Scroll
(Owl's Wisdom (150 gp)) (total 150 gp), Arcane Scroll (Protection from
Chaos/Evil/Good/Law (25 gp), Sound Burst (200 gp)) (total 225 gp), Potion of Bear's
Endurance (300 gp); hoard total 5055 gp

Room #58 East Entry #1 Archway


→   Leads to room #47, inhabited by 8 x Troll

East Entry #2 Archway


→   Leads to room #67

Room Features Someone has scrawled "left, left, door, right" in dwarvish runes on the south wall, and a
grinding noise fills the room

Room #59 North Entry Archway


→   Leads to room #41

West Entry #1 Archway


→   Leads to room #48, inhabited by 4 x Drider

West Entry #2 Archway


→   Leads to room #68, inhabited by 4 x Drider

East Entry Archway


→   Leads to room #60, inhabited by 3 x Aboleth

South Entry Archway


→   Leads to room #85

Room Features A tile labyrinth covers the floor, and several rotten apples are scattered throughout the
room

Monster 4 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

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Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #60 West Entry Archway

→   Leads to room #59, inhabited by 4 x Dire Bear

East Entry #1 Archway


→   Leads to room #49

East Entry #2 Archway


→   Leads to room #69, inhabited by 15 x Wight

South Entry Archway


→   Leads to room #86, inhabited by 10 x Wraith

Monster 3 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 280 pp; Arcane Scroll (Jump (25 gp)) (total 25 gp), Heavy Wooden Shield
(Medium) (+1 shield) (design provides clue to function) (1157 gp), Potion of Cure Light
Wounds (50 gp); hoard total 4032 gp

Room #61 North Entry Archway

East Entry Archway

→   Leads to room #70, inhabited by 11 x Troglodyte and 7 x Monitor Lizard

Empty  

Room #62 South Entry #1 Archway

South Entry #2 Archway

Room Features A fountain of water sits against the west wall, and someone has scrawled "Mind the gap"
on the south wall

Room #63 North Entry Archway


→   Leads to room #43

South Entry Archway


→   Leads to room #80

Empty  

Room #64 East Entry Archway


→   Leads to room #65

South Entry Archway


→   Leads to room #89

Room Features A round table and several benches sit in the south side of the room, and clouds of flying
insects fill the west side of the room

Room #65 West Entry Archway


→   Leads to room #64

East Entry Archway


→   Leads to room #57, inhabited by 11 x Cloaker

Room Features A narrow pit covered by iron bars lies in the north-west corner of the room, and the floor
is covered in square tiles, alternating white and black

Room #66 North Entry Archway

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→   Leads to room #46

West Entry Archway


→   Leads to room #57, inhabited by 11 x Cloaker

Room Features A sloped pit lined with iron spikes lies in the center of the room, and the floor is covered
with scorch marks

Monster 8 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #67 North Entry Archway


→   Leads to room #48, inhabited by 4 x Drider

West Entry #1 Archway

→   Leads to room #58

West Entry #2 Archway


→   Leads to room #83, inhabited by 11 x Ogre

East Entry Archway


→   Leads to room #84

Room Features A stone stair ascends towards the north wall, and someone has scrawled "For the glory
of Ulfang the Black" in orcish runes on the north wall

Room #68 East Entry Archway


→   Leads to room #59, inhabited by 4 x Dire Bear

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 400 pp; Aquamarine (300 gp), Chrysoprase (50 gp), Deep Blue Spinel (500
gp), Deep Blue Spinel (600 gp), Star Rose Quartz (40 gp); Divine Scroll (Bane (25 gp),
Comprehend Languages (25 gp), Animal Trance (150 gp)) (total 200 gp), Oil of Magic
Stone (50 gp) (Drawback curse), Potion of Cure Light Wounds (50 gp), Potion of Cure
Moderate Wounds (300 gp); hoard total 6090 gp

Room #69 West Entry Archway


→   Leads to room #60, inhabited by 3 x Aboleth

South Entry Archway


→   Leads to room #87

Monster 15 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

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Room #70 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #52

West Entry Archway


→   Leads to room #61

East Entry Archway


→   Leads to room #71, inhabited by 1 x Clay Golem

South Entry Archway


→   Leads to room #88, inhabited by 14 x Rust Monster

Room Features A stream of blood flows along a channel in the floor, and lit candles are scattered across
the floor

Monster 11 x Troglodyte and 7 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: Aquamarine (300 gp); hoard total 300 gp

Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #71 North Entry Archway


→   Leads to room #52

West Entry Archway


→   Leads to room #70, inhabited by 11 x Troglodyte and 7 x Monitor Lizard

East Entry #1 Archway


→   Leads to room #53, inhabited by 2 x Gargantuan Monstrous Spider

East Entry #2 Archway


→   Leads to room #76

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #72 East Entry Archway


→   Leads to room #77, inhabited by 2 x Hill Giant

South Entry Archway


→   Leads to room #94, inhabited by 11 x Wererat and 10 x Dire Rat

Empty  

Room #73 North Entry Archway


→   Leads to room #50

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West Entry Archway


→   Leads to room #87

Empty  

Room #74 East Entry Archway

South Entry Archway


→   Leads to room #100

Room Features A magical mirror on the west wall answers questions with lies and falsehoods, and a
shallow pit lies in the north-west corner of the room

Monster 6 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #75 North Entry Archway


→   Leads to room #51

South Entry Archway

Empty  

Room #76 West Entry Archway


→   Leads to room #71, inhabited by 1 x Clay Golem

South Entry Archway

Room Features A sloped pit lined with iron spikes lies in the north-east corner of the room, and a group
of demonic faces have been carved into the south wall

Room #77 North Entry Archway


→   Leads to room #54

West Entry Archway


→   Leads to room #72

South Entry Archway


→   Leads to room #101, inhabited by 1 x Fire Giant

Room Features A magical mosaic on the west wall depicts the gruesome death of whomever views it, and
someone has scrawled "Abandon all hope" on the north wall

Monster 2 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 1100 gp; Marble Orb engraved with Dwarven Axeheads (40 gp), Silver Pendant
set with a Rosette of Golden Pearl (110 gp); Periapt of Proof against Poison (27000 gp);
hoard total 28250 gp

Trap Poisoned Guillotine Blade: CR 11; mechanical; location trigger; manual reset; Atk +16
melee (11d6/19-20 plus poison); poison (purple worm poison [injury, Fort DC 24, 1d6
Str/2d6 Str]); Search DC 24; Disable Device DC 24

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Room #78 North Entry Archway


→   Leads to room #54

East Entry Archway


→   Leads to room #79

Room Features Someone has scrawled "Beware the basilisk" on the east wall, and several pieces of
rotting wood are scattered throughout the room

Monster 4 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #79 North Entry Archway


→   Leads to room #55

West Entry Archway


→   Leads to room #78, inhabited by 4 x Black Pudding

East Entry Archway


→   Leads to room #80

Room Features A tile mosaic of arcane patterns covers the floor, and a pile of trash lies in the south-west
corner of the room

Hidden Treasure Hidden (Search DC 30) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15;
hard 5, 10 hp)

200 pp; Arcane Scroll (Dancing Lights (12 gp 5 sp)) (total 12 gp 5 sp), Oil of Magic
Weapon (50 gp); hoard total 2062 gp 5 sp

Room #80 North Entry Archway


→   Leads to room #63

West Entry #1 Archway


→   Leads to room #79

West Entry #2 Archway


→   Leads to room #95

East Entry Archway


→   Leads to room #89

Empty  

Room #81 South Entry Archway


→   Leads to room #96

Room Features A narrow ledge runs along the south and west walls, and a stack of barrels filled with
sand stands against the east wall

Monster 7 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft.
(good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1;
Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4;
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #82 East Entry Archway

South Entry #1 Archway


→   Leads to room #96

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South Entry #2 Archway

Monster 2 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Treasure: 10000 sp; Alexandrite (200 gp), Bloodstone (50 gp), Chrysoberyl (110 gp),
Lapis Lazuli (9 gp), Malachite (7 gp), 2 x Star Rose Quartz (40 gp); Eyes of the Eagle
(2500 gp), Potion of Bear's Endurance (300 gp); hoard total 4256 gp

Room #83 East Entry #1 Archway

→   Leads to room #67

East Entry #2 Archway


→   Leads to room #91

South Entry Archway


→   Leads to room #97

Room Features A magical mosaic on the west wall can be used as a portal to any known location within
the dungeon, and a large demonic idol with ruby eyes sits in the south side of the room

Monster 11 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)
Treasure: 1100 gp; Arcane Scroll (Eagle's Splendor (150 gp)) (total 150 gp); hoard total
1250 gp

Room #84 West Entry Archway


→   Leads to room #67

South Entry Archway


→   Leads to room #105

Room Features Several square holes are cut into the north and south walls, and a forge and anvil sit in
the north side of the room

Room #85 North Entry Archway


→   Leads to room #59, inhabited by 4 x Dire Bear

Empty  

Room #86 North Entry Archway


→   Leads to room #60, inhabited by 3 x Aboleth

South Entry Archway


→   Leads to room #98

Room Features A set of demonic war masks hangs on the north wall, and a toppled statue lies in the
south side of the room

Monster 10 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,

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incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #87 North Entry Archway


→   Leads to room #69, inhabited by 15 x Wight

East Entry #1 Archway


→   Leads to room #73

East Entry #2 Archway


→   Leads to room #99

South Entry Archway


→   Leads to room #107, inhabited by 1 x Clay Golem

Room Features The ceiling is covered with dripping stalactites, and several pieces of rotten leather are
scattered throughout the room

Room #88 North Entry Archway


→   Leads to room #70, inhabited by 11 x Troglodyte and 7 x Monitor Lizard

East Entry Archway


→   Leads to room #92

Monster 14 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #89 North Entry Archway


→   Leads to room #64

West Entry Archway


→   Leads to room #80

South Entry Archway


→   Leads to room #104

Empty  

Room #90 West Entry Archway

South Entry Archway


→   Leads to room #114

Monster 10 x Doppelganger

Doppelganger: CR 3; Medium monstrous humanoid (shapechanger); HD 4d8+4; hp 22;


Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base
Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); Space/Reach
5 ft./5 ft.; SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects;
AL N; SV Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3,
Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude
Treasure: 8000 sp; Rosewood Orb engraved with Arcane Runes (1000 gp); Arcane Scroll
(Cure Light Wounds (50 gp), Command Undead (150 gp)) (total 200 gp), Divine Scroll
(Barkskin (150 gp)) (total 150 gp); hoard total 2150 gp

Room #91 West Entry #1 Archway


→   Leads to room #83, inhabited by 11 x Ogre

West Entry #2 Archway

South Entry Archway

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Trap Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; poison gas
(insanity mist [inhaled, Fort DC 15, 1d4 Wis/2d6 Wis]); never miss; onset delay (1 round);
multiple targets (all targets in a 10 ft. by 10 ft. room); Search DC 25; Disable Device DC
20

Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25;
hard 5, 20 hp)

150 pp; hoard total 1500 gp

Room #92 West Entry Archway


→   Leads to room #88, inhabited by 14 x Rust Monster

East Entry Archway


→   Leads to room #93, inhabited by 2 x Drider

Room Features The sound of chimes fills the room, and several pieces of trash are scattered throughout
the room

Room #93 West Entry Archway


→   Leads to room #92

East Entry Archway

South Entry Archway


→   Leads to room #117

Room Features Part of the east wall has collapsed into the room, and the floor is covered with shards of
bone

Monster 2 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 2800 gp; Peridot (70 gp), Tourmaline (90 gp); Amulet of Health (+2) (4000
gp), Divine Scroll (Spider Climb (150 gp)) (total 150 gp), Potion of Endure Elements (50
gp), Potion of Reduce Person (250 gp); hoard total 7410 gp

Trap Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset;
multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9 ranged
touch; spell effect (Acid Arrow, 18th level wizard, 2d4 acid damage for 7 rounds); Search
DC 27; Disable Device DC 27

Hidden Treasure Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp)

1500 gp; Amber (110 gp), Black Pearl (500 gp), Blue Quartz (12 gp), Deep Blue Spinel
(600 gp), Jade (90 gp), Jasper (60 gp), Onyx (40 gp), Rhodochrosite (9 gp); hoard total
2921 gp

Room #94 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #72

South Entry #1 Archway


→   Leads to room #118, inhabited by 5 x Rust Monster

South Entry #2 Archway


→   Leads to room #119, inhabited by 3 x Black Pudding

Monster 11 x Wererat (lycanthrope) and 10 x Dire Rat

Wererat, human form: CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus


1d8+2; hp 12; Init +0; Spd 30 ft. (6 squares); AC 15 (+2 natural, +2 leather, +1 buckler),
touch 10, flat-footed 15; Base Atk +1; Grp +2; Atk +2 melee (1d6+1/18-20, rapier) or +1
ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d6+1/18-20, rapier) or +1 ranged

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(1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, rat
empathy, low-light vision, scent; AL LE; SV Fort +5, Ref +2, Will +4; Str 13, Dex 11, Con 12,
Int 10, Wis 11, Cha 8
Skills and Feats: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot
+4, Swim +9; Alertness, Dodge, Iron Will, Weapon Finesse
Wererat, dire rat form: CR 2; Small humanoid (human, shapechanger); HD 1d8+1 plus
1d8+2; hp 12; Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC 17 (+1 size, +3 dex, +3
natural), touch 14, flat-footed 14; Base Atk +1; Grp -2; Atk +6 melee (1d4+1 plus disease,
bite); Full Atk +6 melee (1d4+1 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Curse of
lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-
light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11,
Cha 8
Skills and Feats: Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot
+4, Swim +11; (same as human form)
Wererat, hybrid form: CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus
1d8+2; hp 12; Init +3; Spd 30 ft. (6 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-
footed 13; Base Atk +1; Grp +2; Atk +5 melee (1d6+1/18-20, rapier) or +4 ranged (1d8/19-
20, light crossbow); Full Atk +4 melee (1d6+1/18-20, rapier) and -1 melee (1d6 plus
disease, bite) or +4 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Curse
of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-
light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11,
Cha 8
Skills and Feats: Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot
+4, Swim +9; (same as human form)
Treasure: 500 gp; Potion of Delay Poison (300 gp), Potion of Shield of Faith (+2) (50
gp); hoard total 850 gp

Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8 squares), climb 20
ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12; Base Atk +0; Grp -4; Atk
+4 melee (1d4 plus disease, bite); Full Atk +4 melee (1d4 plus disease, bite); Space/Reach
5 ft./5 ft.; SA Disease; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10,
Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11;
Alertness, Weapon Finesse

Room #95 East Entry #1 Archway


→   Leads to room #80

East Entry #2 Archway


→   Leads to room #103, inhabited by 14 x Troglodyte and 5 x Monitor Lizard

South Entry Archway


→   Leads to room #111

Trap Animated Net Trap: CR 12; mechanical; location trigger; manual reset; Atk +12 ranged
(grappled, Escape Artist DC 28 to escape); multiple targets (all targets in a 10 ft. square
area); Search DC 26; Disable Device DC 24

Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25;
hard 5, 20 hp)

None

Room #96 North Entry #1 Archway


→   Leads to room #81, inhabited by 7 x Shadow

North Entry #2 Archway


→   Leads to room #82, inhabited by 2 x Phasm

East Entry Archway

Room Features A magical mosaic on the south wall depicts the gruesome death of whomever views it,
and a narrow shaft descends from the room into a magical cyst below

Room #97 North Entry Archway


→   Leads to room #83, inhabited by 11 x Ogre

East Entry Archway

South Entry Archway

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→   Leads to room #122, inhabited by 12 x Grick

Room Features A tapestry of legendary monsters hangs from the east wall, and the ceiling is covered
with cobwebs

Trap Earthquake Trap: CR 11; magic device; location trigger; no reset; earthquake (10d6
damage, DC 18 Reflex save for half damage); multiple targets (all targets in a 40 ft. radius
burst); Search DC 28; Disable Device DC 28

Room #98 North Entry Archway


→   Leads to room #86, inhabited by 10 x Wraith

East Entry Archway


→   Leads to room #107, inhabited by 1 x Clay Golem

South Entry Archway


→   Leads to room #116, inhabited by 12 x Minotaur Zombie

Room Features A magical statue in the north-west corner of the room speaks riddles and cryptic
prophecies, and the room has a high domed ceiling

Room #99 West Entry #1 Archway


→   Leads to room #87

West Entry #2 Archway


→   Leads to room #107, inhabited by 1 x Clay Golem

Room Features An enchanted pool in the east side of the room grants beauty to whomever drinks from it
(but only once), and someone has scrawled "We've run out of arrows" on the north wall

Trap Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm); automatic
reset; spell effect (Wail of the Banshee, 17th level wizard, DC 23 Fort save negates);
multiple targets (up to 17 creatures); Search DC 34; Disable Device DC 34

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 25, break DC 15;
hard 5, 10 hp)

190 pp; Banded Agate (12 gp), Black Pearl (400 gp), Fire Opal (700 gp), Fire Opal (800
gp), Star Ruby (600 gp), Tourmaline (110 gp); Arcane Scroll (Expeditious Retreat (25 gp),
Ray of Enfeeblement (25 gp)) (total 50 gp), Arcane Scroll (Protection from
Chaos/Evil/Good/Law (25 gp), Glitterdust (150 gp)) (total 175 gp), Arcane Scroll (Magic
Missile (25 gp), Protection from Chaos/Evil/Good/Law (25 gp), Protection from Arrows
(150 gp)) (total 200 gp); hoard total 4947 gp

Room #100 North Entry Archway


→   Leads to room #74, inhabited by 6 x Wraith

East Entry Archway


→   Leads to room #108, inhabited by 2 x Phasm

South Entry Archway


→   Leads to room #127, inhabited by 5 x Wraith

Room Features Someone has scrawled "There is no way out" on the west wall, and the floor is covered
with rotting straw

Room #101 North Entry Archway


→   Leads to room #77, inhabited by 2 x Hill Giant

South Entry Archway


→   Leads to room #119, inhabited by 3 x Black Pudding

Room Features A chirping noise can be faintly heard near the north wall, and a rusted sword lies in the
north-west corner of the room

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ

https://donjon.bin.sh/d20/dungeon/ 26/153
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Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 2000 sp; Banded Agate (9 gp), Deep Green Spinel (80 gp), Eye Agate (11 gp),
Hematite (15 gp), Moss Agate (8 gp), Moss Agate (12 gp), White Opal (800 gp); Divine
Scroll (Detect Undead (25 gp), Faerie Fire (25 gp), Fire Trap (175 gp)) (total 225 gp),
Potion of Delay Poison (300 gp); hoard total 1660 gp

Room #102 East Entry Archway


→   Leads to room #111

South Entry Archway


→   Leads to room #120

Room Features An enchanted pool in the center of the room ages whomever drinks from it (but only
once), and someone has scrawled "white, crimson" on the west wall

Monster 3 x Flesh Golem

Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares);
AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10
melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft.,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #103 West Entry #1 Archway


→   Leads to room #95

West Entry #2 Archway


→   Leads to room #112, inhabited by 3 x Succubus

East Entry Archway


→   Leads to room #104

South Entry Archway


→   Leads to room #130

Room Features A narrow ledge runs along the north and east walls, and a faded and torn tapestry hangs
from the north wall

Monster 14 x Troglodyte and 5 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 100 gp; Copper Shield Brooch set with Deep Blue Spinel (100 gp), Obsidian
Scepter engraved with a Labyrinth (120 gp), Rosewood Comb engraved with Arcane
Runes (110 gp), Stoneware Miniature (of a tree) adorned with Electrum (20 gp); hoard
total 450 gp

Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #104 North Entry Archway


→   Leads to room #89

West Entry Archway

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20
→   Leads to room #103, inhabited by 14 x Troglodyte and 5 x Monitor Lizard

Empty  

Room #105 North Entry Archway


→   Leads to room #84

West Entry Archway

Trap Poisoned Arrow Trap: CR 8; mechanical; location trigger; manual reset; Atk +15 ranged
(3d6/x3 plus poison); poison (large scorpion venom [injury, Fort DC 18, 1d6 Str/1d6
Str]); Search DC 26; Disable Device DC 24

Room #106 East Entry Archway


→   Leads to room #116, inhabited by 12 x Minotaur Zombie

Room Features The floor is covered in square tiles, alternating white and black, and someone has
scrawled an incomplete drawing of a dragon on the east wall

Monster 8 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #107 North Entry Archway


→   Leads to room #87

West Entry Archway


→   Leads to room #98

East Entry Archway


→   Leads to room #99

South Entry Archway


→   Leads to room #125, inhabited by 13 x Bugbear

Room Features The floor is covered in perfect hexagonal tiles, and a charred club lies in the south side of
the room

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #108 West Entry Archway


→   Leads to room #100

Room Features A tapestry of a legendary battle hangs from the south wall, and someone has scrawled
"Rana died here, his sword sundered" on the south wall

Monster 2 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Treasure: 1300 gp; Bloodstone (50 gp), Obsidian (10 gp); Divine Scroll (Inflict Light
Wounds (25 gp)) (total 25 gp), Divine Scroll (Doom (25 gp), Endure Elements (25 gp))

https://donjon.bin.sh/d20/dungeon/ 28/153
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(total 50 gp), Potion of Cure Light Wounds (50 gp), Wand of Enlarge Person (46 of 50
charges) (inscription provides clue to function) (690 gp); hoard total 2175 gp

Trap Poisoned Guillotine Blade: CR 8; mechanical; location trigger; manual reset; Atk +11
melee (7d6/19-20 plus poison); poison (shadow essence [injury, Fort DC 17, 1 Str*/2d6
Str]); Search DC 24; Disable Device DC 26

Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60
hp)

1500 gp; Dragon Horn Medallion set with a single flawless Blue-white Diamond (1900
gp), Ivory Coffer engraved with Mythical Creatures (1500 gp), Lacquered Wooden Orb
inlaid with a Filigree of Platinum (700 gp), Lacquered Wooden Scepter engraved with
Mythical Imagery (1500 gp), Silk Mantle threaded with Gold (2000 gp); hoard total
9100 gp

Room #109 West Entry Archway

East Entry Archway


→   Leads to room #110

Room Features Numerous pillars line the east and west walls, and a simple fireplace sits against the
north wall

Monster 2 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Treasure: 160 pp; Divine Scroll (Flare (12 gp 5 sp), Obscuring Mist (25 gp), Undetectable
Alignment (150 gp)) (total 187 gp 5 sp), Wand of Color Spray (24 of 50 charges) (360 gp),
Wand of Detect Secret Doors (17 of 50 charges) (255 gp), Wand of Fox's Cunning (37 of
50 charges) (3330 gp); hoard total 5732 gp 5 sp

Trap Teleporter Crystal: CR 11; magic device; touch trigger; no reset; teleport (teleported one
level down, DC 18 Will save negates); Search DC 26; Disable Device DC 24

Room #110 West Entry Archway


→   Leads to room #109, inhabited by 2 x Phasm

South Entry Archway

→   Leads to room #128, inhabited by 15 x Troglodyte and 10 x Monitor Lizard

Empty  

Room #111 North Entry Archway


→   Leads to room #95

West Entry Archway


→   Leads to room #102, inhabited by 3 x Flesh Golem

South Entry #1 Archway


→   Leads to room #137

South Entry #2 Archway


→   Leads to room #138

Empty  

Room #112 East Entry #1 Archway


→   Leads to room #103, inhabited by 14 x Troglodyte and 5 x Monitor Lizard

East Entry #2 Archway


→   Leads to room #129

South Entry Archway


→   Leads to room #138

https://donjon.bin.sh/d20/dungeon/ 29/153
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Monster 3 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: Dragon Horn Shield Brooch engraved with Spirals (1800 gp), Gold Ring set
with a Rosette of Jacinth (1800 gp), Lacquered Wooden Orb engraved with Mythical
Creatures (1700 gp), Onyx Plate engraved with Dwarven Runes (1000 gp), Silver Coffer
engraved with Thorned Vines (1300 gp), Velvet Coat trimmed with Squirrel Fur (1300
gp); hoard total 8900 gp

Room #113 West Entry Archway


→   Leads to room #121, inhabited by 4 x Drider

South Entry Archway


→   Leads to room #140

Room Features A toppled statue lies in the east side of the room, and the scent of smoke fills the north-
east corner of the room

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 1400 gp; hoard total 1400 gp

Trap Poisoned Net Trap: CR 11; mechanical; location trigger; manual reset; Atk +16 ranged
(grappled, Escape Artist DC 24 to escape, plus poison); contact poison (nitharit
[contact, Fort DC 13, 0/3d6 Con]); multiple targets (all targets in a 10 ft. square area);
Search DC 28; Disable Device DC 28

Room #114 North Entry Archway


→   Leads to room #90, inhabited by 10 x Doppelganger

East Entry Archway


→   Leads to room #122, inhabited by 12 x Grick

South Entry Archway


→   Leads to room #131

Room Features A tapestry of vile acts hangs from the west wall, and a rotting odor fills the room

Room #115 North Entry Archway

West Entry Archway


→   Leads to room #122, inhabited by 12 x Grick

East Entry Archway


→   Leads to room #123

Room Features Burning torches in iron sconces line the east and west walls, and someone has scrawled
a crude drawing of a succubus on the east wall

Room #116 North Entry Archway

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

→   Leads to room #98

West Entry #1 Archway


→   Leads to room #106, inhabited by 8 x Rust Monster

West Entry #2 Archway

Monster 12 x Minotaur Zombie

Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6 squares;
can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base Atk +6; Grp
+15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee (1d8+5,
slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee
(1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex
8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #117 North Entry Archway


→   Leads to room #93, inhabited by 2 x Drider

East Entry Archway

South Entry #1 Archway


→   Leads to room #133

South Entry #2 Archway


→   Leads to room #134

Empty  

Room #118 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #94, inhabited by 11 x Wererat and 10 x Dire Rat

Room Features An iron sarcophagus sits in the south-east corner of the room, and a rusted gauntlet lies
in the center of the room

Monster 5 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #119 North Entry #1 Archway


→   Leads to room #94, inhabited by 11 x Wererat and 10 x Dire Rat

North Entry #2 Archway

→   Leads to room #101, inhabited by 1 x Fire Giant

East Entry Archway


→   Leads to room #120

Monster 3 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #120 North Entry Archway


→   Leads to room #102, inhabited by 3 x Flesh Golem

West Entry Archway


→   Leads to room #119, inhabited by 3 x Black Pudding

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

South Entry #1 Archway


→   Leads to room #136

South Entry #2 Archway

→   Leads to room #137

Empty  

Room #121 East Entry Archway


→   Leads to room #113, inhabited by 1 x Fire Giant

South Entry Archway


→   Leads to room #140

Room Features A well lies in the north-east corner of the room, and a set of demonic war masks hangs
on the west wall

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 380 pp; Electrum Cup inlaid with Ornate Orichalcum Scrollwork (800 gp),
Fine Leather Coinpurse tooled with a Distinguished Coat of Arms (1300 gp), Jet Cup
inlaid with Platinum (1000 gp), Moonstone Chalice engraved with Dwarven Runes
(1400 gp), Stoneware Plate painted with Floral Imagery (800 gp); hoard total 9100 gp

Room #122 North Entry Archway


→   Leads to room #97

West Entry #1 Archway


→   Leads to room #114

West Entry #2 Archway


→   Leads to room #131

East Entry Archway


→   Leads to room #115

South Entry Archway


→   Leads to room #147

Room Features A narrow shaft falls into the room from above, and the south and east walls have been
engraved with endless spirals

Monster 12 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track
Treasure: 1000 sp; Ivory Rod set with Bright Green Emerald (1400 gp); Oil of Invisibility
(300 gp), Potion of Bear's Endurance (300 gp), Potion of Protection from Arrows
(10/magic) (300 gp) (Requirement curse), Wand of Shocking Grasp (16 of 50 charges)
(240 gp); hoard total 2640 gp

Room #123 West Entry Archway


→   Leads to room #115

East Entry Archway


→   Leads to room #124

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Trap Flamethrower Turret: CR 12; magic device; proximity trigger (alarm); duration 5 rounds;
no reset; flame blast (10d6 fire damage, DC 14 Reflex save for half damage); multiple
targets (all targets in a 20 ft. cone); Search DC 24; Disable Device DC 28

Room #124 West Entry Archway


→   Leads to room #123

East Entry Archway

South Entry #1 Archway


→   Leads to room #141

South Entry #2 Archway


→   Leads to room #142

Room Features The south and west walls have been engraved with endless spirals, and the scent of urine
fills the room

Room #125 North Entry Archway


→   Leads to room #107, inhabited by 1 x Clay Golem

South Entry Archway


→   Leads to room #150

Room Features A tile mosaic of ghoulish carnage covers the floor, and an iron sarcophagus sits in the
north-east corner of the room

Monster 13 x Bugbear

Bugbear: CR 2; Medium humanoid (goblinoid); HD 3d8+3; hp 16; Init +1; Spd 30 ft. (6
squares); AC 17 (+1 dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11,
flat-footed 16; Base Atk +2; Grp +4; Atk +5 melee (1d8+2, morningstar) or +3 ranged
(1d6+2, javelin); Full Atk +5 melee (1d8+2, morningstar) or +3 ranged (1d6+2, javelin);
Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., scent; AL CE; SV Fort +2, Ref +4, Will
+1; Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills and Feats: Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4; Alertness,
Weapon Focus (morningstar)
Treasure: 160 pp; Aquamarine (300 gp), Azurite (13 gp), Hematite (14 gp), Jade (100 gp),
Onyx (60 gp), Star Ruby (1300 gp), Violet Garnet (200 gp); hoard total 3587 gp

Room #126 East Entry #1 Archway


→   Leads to room #127, inhabited by 5 x Wraith

East Entry #2 Archway


→   Leads to room #143

Room Features An overwhelming stench fills the room, and a pile of spoiled meat lies in the north-west
corner of the room

Monster 6 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft. (4 squares);
AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee
(1d8+3, bite); Full Atk +8 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Petrifying gaze;
SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8,
Con 15, Int 2, Wis 12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great Fortitude

Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 25, break DC 28; hard 10, 60
hp)

1700 gp; Agateware Vase painted with Floral Imagery (900 gp), Bone Coffer engraved
with Spirals (800 gp), Fine Leather Saddle trimmed with Squirrel Fur (900 gp), Gold
Cup inlaid with Ornate Platinum Scrollwork (1200 gp), Lacquered Wooden Rod engraved
with Floral Vines (1000 gp); Potion of Bear's Endurance (300 gp) (Requirement curse);
hoard total 6800 gp

Room #127 North Entry Archway


→   Leads to room #100

West Entry Archway

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→   Leads to room #126, inhabited by 6 x Basilisk

East Entry #1 Archway

East Entry #2 Archway

→   Leads to room #132, inhabited by 10 x Cloaker

Monster 5 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #128 North Entry Archway


→   Leads to room #110

East Entry Archway


→   Leads to room #133

Room Features A rustling noise fills the room, and a pile of sundered shields lies in the west side of the
room

Monster 15 x Troglodyte and 10 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 4000 sp; Bone Scepter engraved with Draconic Scales (70 gp), Fine Leather
Belt tooled with Floral Vines (70 gp), Rosewood Comb engraved with a Labyrinth (60
gp); hoard total 600 gp

Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #129 West Entry #1 Archway


→   Leads to room #112, inhabited by 3 x Succubus

West Entry #2 Archway


→   Leads to room #138

East Entry #1 Archway


→   Leads to room #130

East Entry #2 Archway


→   Leads to room #146

Room Features A narrow ledge runs along the north and east walls, and a bloody tome lies in the south
side of the room

Room #130 North Entry Archway

→   Leads to room #103, inhabited by 14 x Troglodyte and 5 x Monitor Lizard

West Entry Archway


→   Leads to room #129

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East Entry Archway


→   Leads to room #139

South Entry Archway

→   Leads to room #146

Room Features A set of demonic war masks hangs on the east wall, and someone has scrawled "Run
away!" in blood on the west wall

Room #131 North Entry Archway


→   Leads to room #114

East Entry Archway


→   Leads to room #122, inhabited by 12 x Grick

South Entry Archway


→   Leads to room #155

Room Features A circle of tall stones stands in the west side of the room, and someone has scrawled
"Bellia fell here" on the east wall

Room #132 West Entry Archway


→   Leads to room #127, inhabited by 5 x Wraith

East Entry Archway


→   Leads to room #144

South Entry Archway


→   Leads to room #156

Room Features A chute falls into the room from above, and several headless statues are scattered
throughout the room

Monster 10 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 140 pp; Bone Coffer engraved with Arcane Runes (1000 gp), Fine Leather
Saddle sewn with Electrum (1400 gp), Lacquered Wooden Shield engraved with a
Labyrinth (900 gp); Staff of Enchantment (14 of 50 charges) (inscription provides clue
to function) (18200 gp); hoard total 22900 gp

Room #133 North Entry Archway


→   Leads to room #117

West Entry #1 Archway


→   Leads to room #128, inhabited by 15 x Troglodyte and 10 x Monitor Lizard

West Entry #2 Archway


→   Leads to room #145

South Entry Archway


→   Leads to room #158

Empty  

Room #134 North Entry Archway

→   Leads to room #117

South Entry Archway

Trap Crushing Room: CR 10; mechanical; location trigger; automatic reset; walls move
together (16d6, crush); multiple targets (all targets in a 10 ft. by 10 ft. room); never miss;
onset delay (2 rounds); Search DC 22; Disable Device DC 20

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Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 30, break DC 25;
hard 5, 20 hp)

1600 gp; Chrysoberyl (90 gp), Fiery Yellow Corundum (1000 gp), Golden Yellow Topaz
(500 gp), Golden Yellow Topaz (700 gp), Red-brown Spinel (110 gp), Rock Crystal (50
gp); Figurine of Wondrous Power (ebony fly) (10000 gp); hoard total 14050 gp

Room #135 East Entry Archway


→   Leads to room #136

South Entry Archway

→   Leads to room #160

Room Features A ladder ascends to a balcony hanging from the west wall, and a wooden ladder rests
against the north wall

Monster 2 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #136 North Entry Archway


→   Leads to room #120

West Entry Archway


→   Leads to room #135, inhabited by 2 x Black Pudding

South Entry #1 Archway


→   Leads to room #151

South Entry #2 Archway

Room Features A set of demonic war masks hangs on the west wall, and a charred wooden shield lies in
the south-west corner of the room

Room #137 North Entry #1 Archway


→   Leads to room #120

North Entry #2 Archway


→   Leads to room #111

East Entry Archway


→   Leads to room #138

South Entry Archway


→   Leads to room #161

Room Features Someone has scrawled "This paladin is dead" in draconic script on the north wall, and
the ceiling is covered with cobwebs

Room #138 North Entry #1 Archway

→   Leads to room #111

North Entry #2 Archway


→   Leads to room #112, inhabited by 3 x Succubus

West Entry Archway


→   Leads to room #137

East Entry Archway


→   Leads to room #129

South Entry #1 Archway


→   Leads to room #152

South Entry #2 Archway

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→   Leads to room #153

Empty  

Room #139 West Entry #1 Archway


→   Leads to room #130

West Entry #2 Archway


→   Leads to room #146

Empty  

Room #140 North Entry #1 Archway


→   Leads to room #121, inhabited by 4 x Drider

North Entry #2 Archway


→   Leads to room #113, inhabited by 1 x Fire Giant

South Entry Archway


→   Leads to room #154, inhabited by 5 x Spectre

Empty  

Room #141 North Entry Archway


→   Leads to room #124

West Entry Archway

East Entry Archway


→   Leads to room #142

Room Features An altar of evil sits in the center of the room, and the floor is covered with humanoid
bones

Trap Rune of Hypnosis: CR 12; magic device; proximity trigger (alarm); no reset; hypnosis
(fascinated for 1d4 rounds, DC 16 Will save negates); multiple targets (all targets in a 10
ft. radius burst); Search DC 26; Disable Device DC 28

Room #142 North Entry Archway


→   Leads to room #124

West Entry Archway


→   Leads to room #141

East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #149, inhabited by 1 x Fire Giant

South Entry Archway


→   Leads to room #164

Room Features Numerous pillars line the north and west walls, and someone has scrawled "Upon the
solstice in the Year of Oaths, in the Kingdom of Coins, the Tyrant of Virtue shall be slain
by the Spear of Savagery" on the south wall

Room #143 West Entry Archway


→   Leads to room #126, inhabited by 6 x Basilisk

South Entry Archway

Trap Rune of Fear: CR 11; magic device; proximity trigger (alarm); no reset; fear (shaken for
1d4 rounds, DC 14 Will save negates); multiple targets (all targets in a 10 ft. radius
burst); Search DC 24; Disable Device DC 26

Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 25, break DC 18;
hard 5, 15 hp)

1400 gp; Heavy Steel Shield (Medium) (+1 shield) (design provides clue to function)
(1170 gp), Potion of Mage Armor (50 gp), Potion of Protection from Arrows (10/magic)
(300 gp), Wand of Levitate (16 of 50 charges) (design provides clue to function) (1440
gp); hoard total 4360 gp

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Room #144 West Entry Archway


→   Leads to room #132, inhabited by 10 x Cloaker

South Entry Archway


→   Leads to room #168

Room Features A large kiln and coal bin sit in the north-west corner of the room, and a briny odor fills
the south-east corner of the room

Room #145 East Entry Archway


→   Leads to room #133

South Entry Archway


→   Leads to room #157

Room Features A magical mirror on the west wall answers questions with lies and falsehoods, and an
altar of evil sits in the north-east corner of the room

Room #146 North Entry Archway


→   Leads to room #130

West Entry Archway


→   Leads to room #129

East Entry Archway


→   Leads to room #139

South Entry #1 Archway


→   Leads to room #170, inhabited by 4 x Spectre

South Entry #2 Archway

Room Features A tile mosaic of ghoulish carnage covers the floor, and a ruined siege weapon sits in the
center of the room

Room #147 North Entry Archway


→   Leads to room #122, inhabited by 12 x Grick

West Entry Archway

South Entry Archway


→   Leads to room #174, inhabited by 3 x Dire Bear

Room Features A chute descends from the room into a natural cavern below, and a rusted amulet lies in
the south-east corner of the room

Room #148 East Entry Archway

South Entry Archway

Empty  

Room #149 North Entry #1 Archway

North Entry #2 Archway

West Entry Archway


→   Leads to room #142

Room Features A magical statue in the south-west corner of the room answers questions with insults,
and several iron spikes are scattered throughout the room

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11

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Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 1600 gp; Aquamarine (400 gp), Aquamarine (500 gp), Citrine (50 gp), Moss
Agate (9 gp); hoard total 2559 gp

Room #150 North Entry Archway


→   Leads to room #125, inhabited by 13 x Bugbear

South Entry Archway


→   Leads to room #175

Empty  

Room #151 North Entry Archway


→   Leads to room #136

East Entry Archway


→   Leads to room #161

Room Features A sloped pit lined with iron spikes lies in the south-east corner of the room, and the
scent of ozone fills the east side of the room

Room #152 North Entry Archway


→   Leads to room #138

East Entry Archway


→   Leads to room #153

Empty  

Room #153 North Entry Archway


→   Leads to room #138

West Entry Archway


→   Leads to room #152

East Entry #1 Archway

East Entry #2 Archway

Empty  

Room #154 North Entry Archway


→   Leads to room #140

West Entry Archway

Room Features Part of the west wall has collapsed into the room, and a fountain decorated with
tormented faces sits in the south-west corner of the room

Monster 5 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Room #155 North Entry Archway


→   Leads to room #131

East Entry Archway

South Entry Archway

→   Leads to room #172

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Room Features A wooden platform hangs over a deep pit in the south-east corner of the room, and a
rotting tome lies in the south-east corner of the room

Room #156 North Entry Archway


→   Leads to room #132, inhabited by 10 x Cloaker

West Entry Archway

East Entry Archway


→   Leads to room #168

Room Features The room has a high domed ceiling, and a circle of tall stones stands in the south-west
corner of the room

Room #157 North Entry Archway


→   Leads to room #145

South Entry Archway


→   Leads to room #181, inhabited by 10 x Cloaker

Room Features A tapestry of vile acts hangs from the east wall, and several iron spikes are scattered
throughout the room

Room #158 North Entry Archway


→   Leads to room #133

East Entry Archway

South Entry #1 Archway


→   Leads to room #182

South Entry #2 Archway


→   Leads to room #183, inhabited by 3 x Hill Giant

Empty  

Room #159 East Entry Archway


→   Leads to room #160

South Entry Archway


→   Leads to room #184, inhabited by 9 x Grick

Room Features A toppled statue lies in the north side of the room, and the floor is covered with mould

Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #160 North Entry Archway


→   Leads to room #135, inhabited by 2 x Black Pudding

West Entry Archway


→   Leads to room #159, inhabited by 5 x Dire Bear

Empty  

Room #161 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #137

West Entry #1 Archway


→   Leads to room #151

West Entry #2 Archway

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→   Leads to room #169

Empty  

Room #162 West Entry Archway

East Entry Archway

Room Features A well lies in the west side of the room, and someone has scrawled "The Rogues of
Lemoor killed a devil here" on the north wall

Monster 8 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #163 North Entry Archway

East Entry Archway


→   Leads to room #164

Monster 6 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 120 gp; Black Opal (1000 gp), Bloodstone (50 gp), Fire Opal (1100 gp), Golden
Yellow Topaz (800 gp), Malachite (12 gp), Sardonyx (20 gp), Smoky Quartz (50 gp),
Violet Garnet (600 gp); hoard total 3752 gp

Room #164 North Entry Archway


→   Leads to room #142

West Entry Archway

→   Leads to room #163, inhabited by 6 x Huge Monstrous Spider

Room Features Someone has scrawled "Joane's Hammers killed eight orcs here" on the east wall, and a
pile of rotten apples lies in the south-west corner of the room

Room #165 East Entry Archway


→   Leads to room #166, inhabited by 8 x Ogre

South Entry Archway


→   Leads to room #179

Room Features An unidentifiable odor fills the north-west corner of the room, and several pieces of
rotten rope are scattered throughout the room

Room #166 West Entry Archway


→   Leads to room #165

South Entry #1 Archway


→   Leads to room #189, inhabited by 3 x Huge Monstrous Spider

South Entry #2 Archway

Room Features A tile mosaic of vile acts covers the floor, and a large kiln and coal bin sit in the north side
of the room

Monster 8 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10

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ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)

Treasure: Platinum Cup inlaid with a Meandros of Orichalcum (700 gp); Arcane Scroll
(Ray of Enfeeblement (25 gp), Summon Monster I (25 gp)) (total 50 gp), Divine Scroll
(Desecrate (200 gp)) (total 200 gp); hoard total 950 gp

Room #167 West Entry Archway


→   Leads to room #175

East Entry Archway


→   Leads to room #180, inhabited by 3 x Aboleth

Room Features A set of demonic war masks hangs on the west wall, and someone has scrawled a basic
map of the dungeon on the north wall

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #168 North Entry Archway


→   Leads to room #144

West Entry Archway


→   Leads to room #156

East Entry Archway


→   Leads to room #181, inhabited by 10 x Cloaker

South Entry Archway


→   Leads to room #191, inhabited by 10 x Rust Monster

Room Features The north and east walls have been engraved with arcane symbols, and someone has
scrawled "Beneath the tomb" in dwarvish runes on the west wall

Room #169 West Entry Archway


→   Leads to room #176

East Entry Archway


→   Leads to room #161

Empty  

Room #170 North Entry Archway


→   Leads to room #146

West Entry #1 Archway

West Entry #2 Archway

Room Features A balcony hangs from the east wall, and an acrid odor fills the room

Monster 4 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

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Room #171 West Entry Archway

East Entry Archway


→   Leads to room #172

Room Features An altar of evil sits in the center of the room, and someone has scrawled a monstrous
face on the east wall

Room #172 North Entry Archway


→   Leads to room #155

West Entry Archway


→   Leads to room #171

East Entry Archway

→   Leads to room #173

South Entry Archway


→   Leads to room #196, inhabited by 7 x Basilisk

Empty  

Room #173 West Entry Archway


→   Leads to room #172

Room Features A fountain engraved with glowing runes sits in the south side of the room, and several
pieces of torn paper are scattered throughout the room

Room #174 North Entry Archway


→   Leads to room #147

East Entry Archway

South Entry #1 Archway


→   Leads to room #187

South Entry #2 Archway


→   Leads to room #188, inhabited by 14 x Wight

Room Features The south and east walls have been engraved with endless spirals, and sporadic knocking
can be faintly heard near the south wall

Monster 3 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #175 North Entry Archway


→   Leads to room #150

East Entry Archway


→   Leads to room #167, inhabited by 1 x Clay Golem

Trap Collapsing Ceiling: CR 12; mechanical; location trigger; no reset; Atk +14 melee (11d6);
multiple targets (all targets in a 40 ft. line); Search DC 26; Disable Device DC 28

Hidden Treasure Hidden (Search DC 30) Locked Good Wooden Chest (Open Lock DC 20, break DC 18;
hard 5, 15 hp)

190 pp; Peridot (20 gp); Arcane Scroll (Jump (25 gp), Knock (150 gp), Resist Energy (150
gp)) (total 325 gp), Potion of Enlarge Person (250 gp); hoard total 2495 gp

Room #176 East Entry #1 Archway


→   Leads to room #169

East Entry #2 Archway

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→   Leads to room #192

Room Features A ladder ascends to a catwalk hanging between the north and south walls, and groaning
fills the room

Room #177 West Entry Archway

East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #193, inhabited by 7 x Cloaker

Empty  

Room #178 North Entry Archway

West Entry Archway

East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #194

Monster 11 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6

Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track
Treasure: 1400 gp; Rock Crystal (30 gp), Star Rose Quartz (80 gp); hoard total 1510 gp

Room #179 North Entry Archway


→   Leads to room #165

West Entry Archway

Room Features A tile mosaic of ancient mythology covers the floor, and a forge and anvil sit in the south-
east corner of the room

Trap Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm); automatic
reset; spell effect (Wail of the Banshee, 17th level wizard, DC 23 Fort save negates);
multiple targets (up to 17 creatures); Search DC 34; Disable Device DC 34

Room #180 West Entry #1 Archway


→   Leads to room #167, inhabited by 1 x Clay Golem

West Entry #2 Archway


→   Leads to room #190, inhabited by 2 x Hill Giant

Monster 3 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17

Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 2800 gp; Brocade Tabard threaded with Silver (100 gp), Moonstone Salt Cellar
engraved with Dwarven Runes (400 gp), Velvet Merchant's Cap threaded with Electrum
(400 gp); hoard total 3700 gp

Room #181 North Entry Archway


→   Leads to room #157

West Entry Archway


→   Leads to room #168

East Entry Archway

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→   Leads to room #182

South Entry Archway


→   Leads to room #201, inhabited by 3 x Wraith

Monster 10 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 2200 gp; Agateware Ewer gilded and painted with an Ancient Coat of Arms
(700 gp), Electrum Ring Brooch engraved with Elven Script (1200 gp), Ivory Puzzle Box
engraved with Arcane Runes (1100 gp), Moonstone Cup engraved with Arcane Runes
(600 gp), Steel Longsword set with Violet Garnet (1100 gp); Arcane Scroll (Enlarge
Person (25 gp), Hold Portal (25 gp)) (total 50 gp), Divine Scroll (Summon Monster II
(150 gp)) (total 150 gp), Potion of Endure Elements (50 gp); hoard total 7150 gp

Room #182 North Entry Archway


→   Leads to room #158

West Entry Archway


→   Leads to room #181, inhabited by 10 x Cloaker

South Entry Archway

Room Features Lit candles are scattered across the floor, and a rotting odor fills the south-east corner of
the room

Room #183 North Entry Archway


→   Leads to room #158

South Entry Archway


→   Leads to room #202

Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 8000 sp; Arcane Scroll (Comprehend Languages (25 gp), Shield (25 gp),
Levitate (150 gp)) (total 200 gp); hoard total 1000 gp

Room #184 North Entry Archway


→   Leads to room #159, inhabited by 5 x Dire Bear

East Entry Archway


→   Leads to room #203, inhabited by 3 x Spectre

South Entry #1 Archway

South Entry #2 Archway

Monster 9 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track

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Treasure: 1200 sp; Amber (140 gp), Aquamarine (500 gp), Black Pearl (500 gp), Black
Pearl (600 gp), Golden Yellow Topaz (600 gp), Jade (100 gp), Sardonyx (60 gp), Silver
Pearl (130 gp); Arcane Scroll (Endure Elements (25 gp), Pyrotechnics (150 gp)) (total 175
gp); hoard total 2925 gp

Room #185 West Entry Archway


→   Leads to room #192

East Entry Archway

Room Features A wooden platform hangs over a deep pit in the west side of the room, and someone has
scrawled a large X on the north wall

Room #186 West Entry Archway


→   Leads to room #196, inhabited by 7 x Basilisk

East Entry Archway


→   Leads to room #187

South Entry Archway


→   Leads to room #207, inhabited by 3 x Drider

Monster 5 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 1400 gp; Blue Sapphire (800 gp), Deep Blue Spinel (700 gp), Emerald (1200
gp), Moonstone (30 gp), Pink Pearl (80 gp); hoard total 4210 gp

Room #187 North Entry Archway


→   Leads to room #174, inhabited by 3 x Dire Bear

West Entry Archway


→   Leads to room #186, inhabited by 5 x Hill Giant

East Entry Archway


→   Leads to room #188, inhabited by 14 x Wight

Empty  

Room #188 North Entry Archway


→   Leads to room #174, inhabited by 3 x Dire Bear

West Entry #1 Archway


→   Leads to room #187

West Entry #2 Archway

East Entry Archway


→   Leads to room #197, inhabited by 11 x Wight

South Entry Archway


→   Leads to room #211

Monster 14 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #189 North Entry Archway

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→   Leads to room #166, inhabited by 8 x Ogre

West Entry Archway

South Entry Archway


→   Leads to room #214, inhabited by 6 x Huge Monstrous Spider

Monster 3 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 110 gp; Aquamarine (600 gp), Citrine (50 gp), Malachite (9 gp), Red Garnet
(130 gp); hoard total 899 gp

Room #190 East Entry #1 Archway


→   Leads to room #180, inhabited by 3 x Aboleth

East Entry #2 Archway


→   Leads to room #200

Monster 2 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 220 pp; hoard total 2200 gp

Room #191 North Entry Archway


→   Leads to room #168

West Entry Archway

Room Features A shallow pit lies in the north side of the room, and someone has scrawled "You cannot
kill it with swords" in draconic script on the east wall

Monster 10 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #192 West Entry Archway


→   Leads to room #176

East Entry #1 Archway


→   Leads to room #185

East Entry #2 Archway


→   Leads to room #204

South Entry Archway


→   Leads to room #218, inhabited by 4 x Ogre

Room Features A magical statue in the north-west corner of the room answers simple questions about
the dungeon (points directions), and a stone ramp ascends towards the north wall

Room #193 West Entry Archway

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→   Leads to room #177

East Entry Archway

South Entry Archway

→   Leads to room #221

Room Features Someone has scrawled "Mind the gap" on the north wall, and a dulled dagger lies in the
west side of the room

Monster 7 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 1600 gp; Alexandrite (200 gp), Banded Agate (9 gp), Citrine (50 gp), Deep
Blue Spinel (300 gp), Deep Blue Spinel (600 gp), Golden Yellow Topaz (500 gp),
Hematite (10 gp), Violet Garnet (300 gp); Light Mace (Medium) (+1 weapon) (sheds
light) (2305 gp), Potion of Protection from Evil (50 gp); hoard total 5924 gp

Room #194 West Entry Archway


→   Leads to room #178, inhabited by 11 x Troll

South Entry Archway


→   Leads to room #222, inhabited by 9 x Cloaker

Room Features A fountain decorated with five water-breathing dragon heads sits in the south side of the
room, and someone has scrawled "Avan stands here, slain by a basilisk" on the south
wall

Room #195 East Entry Archway


→   Leads to room #196, inhabited by 7 x Basilisk

South Entry Archway


→   Leads to room #223

Room Features Part of the east wall has collapsed into the room, and a mural of vile acts covers the
ceiling

Room #196 North Entry Archway


→   Leads to room #172

West Entry Archway


→   Leads to room #195

East Entry #1 Archway


→   Leads to room #186, inhabited by 5 x Hill Giant

East Entry #2 Archway


→   Leads to room #207, inhabited by 3 x Drider

South Entry Archway

Room Features A ladder ascends to a balcony hanging from the west wall, and a large kiln and coal bin sit
in the north-west corner of the room

Monster 7 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft. (4 squares);
AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee
(1d8+3, bite); Full Atk +8 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Petrifying gaze;
SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8,
Con 15, Int 2, Wis 12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great Fortitude

Room #197 North Entry Archway

West Entry Archway

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→   Leads to room #188, inhabited by 14 x Wight

East Entry Archway


→   Leads to room #198

Room Features A balcony hangs from the west wall, and someone has scrawled "Gridga Sigedotr stands
here, slain by a basilisk" on the north wall

Monster 11 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #198 West Entry Archway


→   Leads to room #197, inhabited by 11 x Wight

East Entry Archway

South Entry Archway


→   Leads to room #213, inhabited by 3 x Dire Bear

Trap Forcecage and Summon Monster VII Trap: CR 10; magic device; proximity trigger
(alarm); automatic reset; multiple traps (one forcecage trap and one summon monster
VII trap); spell effect (Forcecage, 13th level wizard); spell effect (Summon Monster VII,
13th level wizard, hamatula); Search DC 32; Disable Device DC 32

Room #199 North Entry Archway

East Entry Archway


→   Leads to room #208, inhabited by 1 x Fire Giant

South Entry Archway

Trap Poisoned Guillotine Blade: CR 10; mechanical; location trigger; manual reset; Atk +12
melee (12d6/19-20 plus poison); poison (purple worm poison [injury, Fort DC 24, 1d6
Str/2d6 Str]); Search DC 26; Disable Device DC 26

Room #200 West Entry Archway

→   Leads to room #190, inhabited by 2 x Hill Giant

Empty  

Room #201 North Entry Archway


→   Leads to room #181, inhabited by 10 x Cloaker

East Entry Archway


→   Leads to room #210, inhabited by 4 x Succubus

Room Features The walls have been engraved with endless spirals, and someone has scrawled "Elys died
here, her song has ended" on the west wall

Monster 3 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #202 North Entry Archway


→   Leads to room #183, inhabited by 3 x Hill Giant

West Entry Archway

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South Entry #1 Archway


→   Leads to room #216, inhabited by 8 x Grick

South Entry #2 Archway

Room Features Someone has scrawled "Beware the basilisk" on the south wall, and howling can be
faintly heard near the east wall

Room #203 West Entry Archway


→   Leads to room #184, inhabited by 9 x Grick

South Entry Archway

→   Leads to room #226, inhabited by 3 x Vampire Spawn

Room Features Someone has scrawled "No secret door here" in goblin runes on the west wall, and a pile
of rotten fruit lies in the south-east corner of the room

Monster 3 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15

Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Room #204 West Entry Archway


→   Leads to room #192

East Entry Archway


→   Leads to room #205

South Entry Archway


→   Leads to room #219

Hidden Treasure Locked Strong Wooden Chest (Open Lock DC 25, break DC 25; hard 5, 20 hp)

140 pp; Aquamarine (700 gp), Banded Agate (10 gp), Iolite (60 gp), Jet (130 gp),
Malachite (8 gp), Pink Pearl (100 gp), Red Garnet (70 gp), Rhodochrosite (12 gp); Arcane
Scroll (Magic Circle against Chaos/Evil/Good/Law (375 gp)) (total 375 gp); hoard total
2865 gp

Room #205 West Entry Archway


→   Leads to room #204

South Entry #1 Archway


→   Leads to room #220, inhabited by 11 x Cloaker

South Entry #2 Archway


→   Leads to room #221

Empty  

Room #206 South Entry Archway


→   Leads to room #228, inhabited by 7 x Rust Monster

Room Features A wooden platform hangs over a deep pit in the center of the room, and a pierced
breastplate lies in the north side of the room

Monster 2 x Aboleth and 5 x Skum

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17

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Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 2800 gp; Arcane Scroll (Alarm (25 gp), Animate Rope (25 gp), Erase (25 gp))
(total 75 gp), Halberd (Medium) (Darkwood) (+1 weapon) (sheds light) (2430 gp); hoard
total 5305 gp

Skum: CR 2; Medium aberration (aquatic); HD 2d8+2; hp 11; Init +1; Spd 20 ft. (4
squares), swim 40 ft.; AC 13 (+1 dex, +2 natural), touch 11, flat-footed 12; Base Atk +1;
Grp +5; Atk +5 melee (2d6+4, bite); Full Atk +5 melee (2d6+4, bite) and +0 melee
(1d4+2, 2 claws); Space/Reach 5 ft./5 ft.; SA Rake 1d6+2; SQ Darkvision 60 ft.,
amphibious; AL LE; SV Fort +1, Ref +1, Will +3; Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills and Feats: Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12; Alertness

Room #207 North Entry Archway


→   Leads to room #186, inhabited by 5 x Hill Giant

West Entry Archway

→   Leads to room #196, inhabited by 7 x Basilisk

Monster 3 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 3200 gp; hoard total 3200 gp

Room #208 West Entry Archway


→   Leads to room #199

East Entry Archway


→   Leads to room #215, inhabited by 1 x Clay Golem

Room Features Part of the ceiling has collapsed into the room, and someone has scrawled "You cannot
kill it with magic" on the west wall

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 13000 sp; Amber Rod engraved with Arcane Runes (9000 gp), Gilded Wooden
Puzzle Box engraved with Noble Imagery (8000 gp), Necklace of Jacinth (6000 gp),
Ornate Porcelain Salt Cellar adorned with Platinum and a Phoenix in relief (2000 gp);
Arcane Scroll (Mount (25 gp)) (total 25 gp), Divine Scroll (Bless Water (50 gp)) (total 50
gp), Oil of Shillelagh (50 gp); hoard total 26425 gp

Room #209 North Entry Archway

South Entry #1 Archway


→   Leads to room #224

South Entry #2 Archway


→   Leads to room #225

Monster 10 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus

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energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #210 West Entry #1 Archway


→   Leads to room #201, inhabited by 3 x Wraith

West Entry #2 Archway

East Entry Archway

Monster 4 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 9000 sp; Black Opal (1000 gp), Blue-white Diamond (4000 gp), Deep Blue
Spinel (600 gp), Emerald (600 gp), Eye Agate (11 gp), Malachite (6 gp), Onyx (70 gp),
Rich Purple Corundum (1300 gp), Smoky Quartz (50 gp), Star Rose Quartz (50 gp);
hoard total 8587 gp

Room #211 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #188, inhabited by 14 x Wight

South Entry Archway

Empty  

Room #212 East Entry Archway

South Entry Archway


→   Leads to room #238, inhabited by 2 x Drider

Monster 8 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Trap Poisoned Net Trap: CR 9; mechanical; location trigger; manual reset; Atk +15 ranged
(grappled, Escape Artist DC 22 to escape, plus poison); contact poison (sassone leaf
residue [contact, Fort DC 16, 2d12 hp/1d6 Con]); multiple targets (all targets in a 10 ft.
square area); Search DC 26; Disable Device DC 24

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25;
hard 5, 20 hp)

1500 gp; Brocade Merchant's Cap trimmed with Sable (300 gp), Leather Coat tooled
with Arcane Runes (100 gp), Porcelain Tile adorned with Silver and a Crown and Throne
in relief (600 gp); Arcane Scroll (Ventriloquism (25 gp), Hypnotic Pattern (150 gp),
Obscure Object (150 gp)) (total 325 gp), Heavy Mace (Medium) (+2 weapon) (8312 gp),
Potion of Cure Moderate Wounds (300 gp), Potion of Remove Paralysis (300 gp); hoard
total 11737 gp

Room #213 North Entry Archway


→   Leads to room #198

West Entry Archway

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East Entry Archway


→   Leads to room #214, inhabited by 6 x Huge Monstrous Spider

South Entry Archway

→   Leads to room #240, inhabited by 13 x Wight

Monster 3 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 30, break DC 18;
hard 5, 15 hp)

170 pp; Agateware Salt Cellar embossed with Arcane Runes (90 gp), Cloth Vest trimmed
with Fox Fur (80 gp), Copper Rapier set with a Rosette of Star Rose Quartz (90 gp), Fine
Leather Coinpurse trimmed with Fox Fur (110 gp), Wooden Plate set with Eye Agate and
Malachite (110 gp); Divine Scroll (Summon Nature's Ally I (25 gp)) (total 25 gp), Potion
of Darkvision (300 gp), Potion of Owl's Wisdom (300 gp), Potion of Resist Sonic (10)
(300 gp); hoard total 3105 gp

Room #214 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #189, inhabited by 3 x Huge Monstrous Spider

West Entry Archway

→   Leads to room #213, inhabited by 3 x Dire Bear

East Entry Archway


→   Leads to room #231, inhabited by 6 x Wraith

Room Features A wooden platform hangs over a deep pit in the south-west corner of the room, and
someone has scrawled "They ate Pinas Galpsi" on the south wall

Monster 6 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 130 gp; Chalcedony (30 gp), Deep Blue Spinel (700 gp), Hematite (8 gp), Iolite
(70 gp), Moonstone (70 gp), Rose Quartz (40 gp), White Opal (800 gp); hoard total
1848 gp

Room #215 West Entry Archway


→   Leads to room #208, inhabited by 1 x Fire Giant

East Entry Archway


→   Leads to room #224

Room Features A crude bookcase and iron brazier sit in the east side of the room, and several corpses are
impaled upon iron spikes on the ceiling

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

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Room #216 North Entry Archway


→   Leads to room #202

East Entry Archway

South Entry Archway


→   Leads to room #243, inhabited by 14 x Wight

Monster 8 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5

Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track
Treasure: 130 gp; Agate Chalice engraved with Draconic Runes (70 gp), Stoneware Salt
Cellar painted with Woodland Imagery (100 gp); hoard total 300 gp

Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15;
hard 5, 10 hp)

1800 gp; Arcane Scroll (Shocking Grasp (25 gp), Gust of Wind (150 gp)) (total 175 gp),
Arcane Scroll (Expeditious Retreat (25 gp), Bear's Endurance (150 gp), Calm Emotions
(200 gp)) (total 375 gp), Potion of Jump (50 gp) (Drawback curse), Wand of Silence (19
of 50 charges) (1710 gp); hoard total 4110 gp

Room #217 East Entry Archway


→   Leads to room #226, inhabited by 3 x Vampire Spawn

South Entry #1 Archway

South Entry #2 Archway

Empty  

Room #218 North Entry Archway


→   Leads to room #192

West Entry Archway


→   Leads to room #226, inhabited by 3 x Vampire Spawn

Monster 4 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)
Treasure: 800 gp; Golden Yellow Topaz (500 gp), Golden Yellow Topaz (600 gp), Jacinth
(3000 gp), Red-brown Spinel (110 gp); hoard total 5010 gp

Room #219 North Entry Archway


→   Leads to room #204

East Entry Archway


→   Leads to room #220, inhabited by 11 x Cloaker

South Entry Archway


→   Leads to room #245, inhabited by 4 x Drider

Room Features A stone dais and throne sits in the west side of the room, and several rotten apples are
scattered throughout the room

Room #220 North Entry Archway


→   Leads to room #205

West Entry Archway


→   Leads to room #219

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South Entry Archway


→   Leads to room #235, inhabited by 4 x Aboleth

Monster 11 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 280 pp; hoard total 2800 gp

Room #221 North Entry #1 Archway


→   Leads to room #205

North Entry #2 Archway


→   Leads to room #193, inhabited by 7 x Cloaker

Room Features Someone has scrawled "The Silver Crown is broken" on the south wall, and several
corpses are impaled upon iron spikes on the ceiling

Room #222 North Entry Archway


→   Leads to room #194

West Entry Archway


→   Leads to room #228, inhabited by 7 x Rust Monster

East Entry Archway


→   Leads to room #237

South Entry Archway


→   Leads to room #246

Room Features Several alcoves are cut into the north wall, and a tile labyrinth covers the floor

Monster 9 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 2400 gp; Alexandrite (600 gp), Banded Agate (11 gp), Blue Star Sapphire (900
gp), Carnelian (80 gp), Citrine (40 gp), Golden Pearl (80 gp), Golden Yellow Topaz (200
gp), Jet (90 gp), Onyx (80 gp), Star Rose Quartz (30 gp); Arcane Scroll (Animate Rope
(25 gp), Dispel Magic (375 gp)) (total 400 gp), Divine Scroll (Inflict Moderate Wounds
(150 gp)) (total 150 gp), Flask of Curses (2100 gp), Potion of Endure Elements (50 gp)
(Requirement curse); hoard total 7211 gp

Room #223 North Entry Archway


→   Leads to room #195

East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #229, inhabited by 1 x Clay Golem

Room Features Part of the east wall has collapsed into the room, and a pile of broken glass lies in the
east side of the room

Trap Object smeared with Contact Poison: CR 9; mechanical; touch trigger (attached);
manual reset; contact poison (black lotus extract [contact, Fort DC 20, 3d6 Con/3d6
Con]); Search DC 18; Disable Device DC 26

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15;
hard 5, 10 hp)

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1100 gp; Fiery Yellow Corundum (1000 gp), Rhodochrosite (10 gp); Potion of Cure
Moderate Wounds (300 gp); hoard total 2410 gp

Room #224 North Entry Archway


→   Leads to room #209, inhabited by 10 x Wight

West Entry Archway


→   Leads to room #215, inhabited by 1 x Clay Golem

South Entry Archway


→   Leads to room #242, inhabited by 5 x Black Pudding

Room Features A magical mural on the west wall can be used as a portal to any known location within
the dungeon, and a narrow pit covered by iron bars lies in the center of the room

Room #225 North Entry Archway


→   Leads to room #209, inhabited by 10 x Wight

East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #234, inhabited by 6 x Rust Monster

Room Features A mural of arcane patterns covers the ceiling, and several pieces of rotten fruit are
scattered throughout the room

Room #226 North Entry Archway


→   Leads to room #203, inhabited by 3 x Spectre

West Entry Archway


→   Leads to room #217

East Entry Archway


→   Leads to room #218, inhabited by 4 x Ogre

South Entry Archway


→   Leads to room #250, inhabited by 10 x Wererat

Room Features The south and west walls have been engraved with incoherent labyrinths, and a
shattered sword lies in the north-east corner of the room

Monster 3 x Vampire Spawn

Vampire spawn: CR 4; Medium undead; HD 4d12+3; hp 29; Init +6; Spd 30 ft. (6
squares); AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk +5
melee (1d6+4 plus energy drain, slam); Full Atk +5 melee (1d6+4 plus energy drain,
slam); Space/Reach 5 ft./5 ft.; SA Blood drain, domination, energy drain; SQ +2 turn
resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form,
cold resistance 10, electricity resistance 10, spider climb, undead traits; AL NE; SV Fort
+1, Ref +5, Will +5; Str 16, Dex 14, Con -, Int 13, Wis 13, Cha 14
Skills and Feats: Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4,
Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11;
Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (selected Craft or
Profession skill), Toughness
Treasure: 1000 sp; Battleaxe (Medium) (+2 weapon) (8310 gp), Potion of Aid (300 gp),
Potion of Mage Armor (50 gp); hoard total 8760 gp

Room #227 West Entry Archway


→   Leads to room #236, inhabited by 7 x Rust Monster

East Entry Archway


→   Leads to room #228, inhabited by 7 x Rust Monster

Empty  

Room #228 North Entry Archway


→   Leads to room #206, inhabited by 2 x Aboleth and 5 x Skum

West Entry Archway


→   Leads to room #227

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East Entry #1 Archway


→   Leads to room #222, inhabited by 9 x Cloaker

East Entry #2 Archway

→   Leads to room #246

Room Features Spirals of green stones cover the floor, and a broken spear lies in the center of the room

Monster 7 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #229 West Entry #1 Archway

→   Leads to room #223

West Entry #2 Archway


→   Leads to room #237

East Entry Archway


→   Leads to room #230

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #230 West Entry #1 Archway


→   Leads to room #229, inhabited by 1 x Clay Golem

West Entry #2 Archway


→   Leads to room #247

East Entry Archway


→   Leads to room #238, inhabited by 2 x Drider

South Entry Archway

→   Leads to room #253

Empty  

Room #231 North Entry Archway

West Entry #1 Archway


→   Leads to room #214, inhabited by 6 x Huge Monstrous Spider

West Entry #2 Archway

Room Features A narrow shaft descends from the room into a magical cyst below, and the sound of
drums can be heard in the north-west corner of the room

Monster 6 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat

https://donjon.bin.sh/d20/dungeon/ 57/153
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Reflexes, Improved Initiative

Room #232 South Entry #1 Archway


→   Leads to room #255, inhabited by 4 x Spectre

South Entry #2 Archway


→   Leads to room #256

Empty  

Room #233 South Entry Archway


→   Leads to room #256

Room Features Part of the east wall has collapsed into the room, and a large kiln and coal bin sit in the
south side of the room

Room #234 West Entry #1 Archway


→   Leads to room #225

West Entry #2 Archway


→   Leads to room #249, inhabited by 2 x Flesh Golem

East Entry Archway


→   Leads to room #243, inhabited by 14 x Wight

Room Features Several square holes are cut into the east and west walls, and spirals of green stones
cover the floor

Monster 6 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #235 North Entry Archway


→   Leads to room #220, inhabited by 11 x Cloaker

South Entry Archway


→   Leads to room #251, inhabited by 9 x Minotaur Zombie

Monster 4 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 2000 gp; Light Crossbow (Medium) (+3 weapon) (inscription provides clue to
function) (18335 gp); hoard total 20335 gp

Room #236 East Entry #1 Archway


→   Leads to room #227

East Entry #2 Archway


→   Leads to room #252, inhabited by 2 x Succubus

Room Features Several square holes are cut into the ceiling and floor, and someone has scrawled "If
being drunk all the time were easy, everyone would do it" in dwarvish runes on the west
wall

Monster 7 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee

https://donjon.bin.sh/d20/dungeon/ 58/153
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(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #237 West Entry Archway


→   Leads to room #222, inhabited by 9 x Cloaker

East Entry #1 Archway


→   Leads to room #229, inhabited by 1 x Clay Golem

East Entry #2 Archway


→   Leads to room #247

Room Features A chute falls into the room from above, and a sundered mace lies in the center of the
room

Room #238 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #212, inhabited by 8 x Wight

West Entry Archway


→   Leads to room #230

South Entry Archway


→   Leads to room #254, inhabited by 5 x Derro

Room Features A circle of tall stones stands in the south-east corner of the room, and a putrid odor fills
the north-west corner of the room

Monster 2 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 3000 gp; Alexandrite (700 gp), Turquoise (13 gp); Ioun Stone (iridescent
spindle) (18000 gp) (inscription provides clue to function), Potion of Undetectable
Alignment (300 gp); hoard total 22013 gp

Trap Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical; location trigger;
manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save
avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10 ft. by 10 ft. area);
pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison
(giant wasp poison [injury, Fort DC 18, 1d6 Dex/1d6 Dex]); Search DC 20; Disable Device
DC 20

Room #239 East Entry Archway


→   Leads to room #240, inhabited by 13 x Wight

South Entry Archway

Room Features The floor is covered in perfect hexagonal tiles, and a rotting journal lies in the south-east
corner of the room

Room #240 North Entry Archway


→   Leads to room #213, inhabited by 3 x Dire Bear

West Entry Archway


→   Leads to room #239

East Entry Archway

South Entry Archway


→   Leads to room #263

Monster 13 x Wight

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Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Trap Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic reset;
spell effect (Word of Chaos, 13th level cleric); Search DC 32; Disable Device DC 32

Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 30, break DC 25;
hard 5, 20 hp)

150 pp; Amulet of Natural Armor (+1) (2000 gp), Arcane Scroll (Jump (25 gp), Magic
Aura (25 gp), Darkness (150 gp)) (total 200 gp); hoard total 3700 gp

Room #241 South Entry Archway

Empty  

Room #242 North Entry Archway


→   Leads to room #224

West Entry Archway

South Entry Archway


→   Leads to room #265, inhabited by 5 x Dire Bear

Room Features A stone stair ascends towards the east wall, and various torture devices are scattered
throughout the room

Monster 5 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #243 North Entry Archway


→   Leads to room #216, inhabited by 8 x Grick

West Entry Archway


→   Leads to room #234, inhabited by 6 x Rust Monster

East Entry Archway

Monster 14 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #244 West Entry Archway


→   Leads to room #250, inhabited by 10 x Wererat

South Entry Archway


→   Leads to room #268, inhabited by 4 x Dire Bear

Room Features A toppled statue lies in the north-west corner of the room, and someone has scrawled
"No, I said it had eleven eyes" on the north wall

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Hidden Treasure Hidden (Search DC 20) Trapped and Locked Iron Chest (Open Lock DC 20, break DC 28;
hard 10, 60 hp)
Teleporter Crystal: CR 8; magic device; touch trigger; no reset; teleport (teleported one
level down, DC 12 Will save negates); Search DC 24; Disable Device DC 22

1700 gp; Iolite (40 gp); hoard total 1740 gp

Room #245 North Entry Archway


→   Leads to room #219

South Entry Archway

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: Arcane Scroll (Fog Cloud (150 gp)) (total 150 gp), Arcane Scroll (Grease (25
gp), Glitterdust (150 gp)) (total 175 gp), Arcane Scroll (Open/Close (12 gp 5 sp), Blur (150
gp), Greater Magic Weapon (375 gp)) (total 537 gp 5 sp), Elixir of Love (150 gp), Wand of
Enlarge Person (40 of 50 charges) (inscription provides clue to function) (600 gp);
hoard total 1612 gp 5 sp

Trap Symbol of Petrification: CR 12; magic device; proximity trigger (alarm); no reset;
petrification (petrified, DC 14 Fort save negates); multiple targets (all targets in a 10 ft.
radius burst); Search DC 28; Disable Device DC 24

Room #246 North Entry Archway


→   Leads to room #222, inhabited by 9 x Cloaker

West Entry Archway


→   Leads to room #228, inhabited by 7 x Rust Monster

South Entry Archway


→   Leads to room #261

Empty  

Room #247 West Entry Archway


→   Leads to room #237

East Entry Archway

→   Leads to room #230

Room Features A mural of arcane patterns covers the ceiling, and a forge and anvil sit in the south side
of the room

Room #248 North Entry Archway

East Entry Archway

→   Leads to room #255, inhabited by 4 x Spectre

Room Features A toppled statue lies in the south side of the room, and several monstrous corpses are
scattered throughout the room

Monster 1 x Young Adult Green Dragon

Young adult green dragon: CR 11; Large dragon (air); HD 17d12+68; hp 178; Init +4; Spd
40 ft., fly 150 ft. (poor), swim 40 ft; AC 25 (-1 size, +16 natural), touch 9, flat-footed 25;
Base Atk +17; Grp +27; Atk +23 melee (2d6+6, bite); Full Atk +23 melee (2d6+6, bite) and
+23 melee (1d8+3, 2 claws) and +22 melee (1d6+3, 2 wings) and +22 melee (1d8+9, tail
slap); Space/Reach 10 ft./5 ft. (10 ft. with bite); SA Breath weapon (40 ft. cone of
corrosive (acid) gas 10d6, DC 22), frightful presence (DC 20); SQ Blindsense 60 ft.,
damage reduction 5/magic, darkvision 120 ft., immunity to acid, immunity to sleep and
paralysis, keen senses, spell resistance 19, spells (caster level 3rd), water breathing; AL
LE; SV Fort +14, Ref +10, Will +12; Str 23, Dex 10, Con 19, Int 14, Wis 15, Cha 14

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Skills and Feats: Bluff +10, Concentration +13, Diplomacy +11, Escape Artist +9, Hide +4,
Intimidate +11, Knowledge (any 2) +22, Listen +24, Move Silently +8, Search +22, Sense
Motive +11, Spot +24, Use Magic Device +10; Alertness, Hover, Improved Initiative, Power
Attack, Weapon Focus (bite), Weapon Focus (claw)
Treasure: 3900 gp; Alexandrite (500 gp), Banded Agate (10 gp), Chalcedony (30 gp), Eye
Agate (8 gp), Jade (100 gp), Malachite (11 gp), Onyx (70 gp); Arcane Scroll (Magic
Weapon (25 gp)) (total 25 gp), Arcane Scroll (Chill Touch (25 gp), Lesser Confusion (50
gp), Magic Missile (25 gp)) (total 100 gp), Potion of Barkskin (+2) (300 gp), Potion of
Cure Moderate Wounds (300 gp), Potion of Mage Armor (50 gp), Wand of Shocking
Grasp (38 of 50 charges) (570 gp); hoard total 5974 gp

Room #249 West Entry Archway


→   Leads to room #265, inhabited by 5 x Dire Bear

East Entry #1 Archway


→   Leads to room #234, inhabited by 6 x Rust Monster

East Entry #2 Archway


→   Leads to room #257

South Entry Archway


→   Leads to room #272, inhabited by 6 x Troll

Room Features A chute descends from the room into a magical cyst below, and someone has scrawled
"Mind the gap" on the east wall

Monster 2 x Flesh Golem

Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares);
AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10
melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft.,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #250 North Entry Archway


→   Leads to room #226, inhabited by 3 x Vampire Spawn

East Entry Archway


→   Leads to room #244

South Entry Archway


→   Leads to room #273

Monster 10 x Wererat (lycanthrope)

Wererat, human form: CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus


1d8+2; hp 12; Init +0; Spd 30 ft. (6 squares); AC 15 (+2 natural, +2 leather, +1 buckler),
touch 10, flat-footed 15; Base Atk +1; Grp +2; Atk +2 melee (1d6+1/18-20, rapier) or +1
ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d6+1/18-20, rapier) or +1 ranged
(1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, rat
empathy, low-light vision, scent; AL LE; SV Fort +5, Ref +2, Will +4; Str 13, Dex 11, Con 12,
Int 10, Wis 11, Cha 8
Skills and Feats: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot
+4, Swim +9; Alertness, Dodge, Iron Will, Weapon Finesse
Wererat, dire rat form: CR 2; Small humanoid (human, shapechanger); HD 1d8+1 plus
1d8+2; hp 12; Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC 17 (+1 size, +3 dex, +3
natural), touch 14, flat-footed 14; Base Atk +1; Grp -2; Atk +6 melee (1d4+1 plus disease,
bite); Full Atk +6 melee (1d4+1 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Curse of
lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-
light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11,
Cha 8
Skills and Feats: Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot
+4, Swim +11; (same as human form)
Wererat, hybrid form: CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus
1d8+2; hp 12; Init +3; Spd 30 ft. (6 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-
footed 13; Base Atk +1; Grp +2; Atk +5 melee (1d6+1/18-20, rapier) or +4 ranged (1d8/19-
20, light crossbow); Full Atk +4 melee (1d6+1/18-20, rapier) and -1 melee (1d6 plus
disease, bite) or +4 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Curse
of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-

https://donjon.bin.sh/d20/dungeon/ 62/153
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light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11,
Cha 8
Skills and Feats: Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot
+4, Swim +9; (same as human form)
Treasure: 900 gp; Arcane Scroll (Protection from Chaos/Evil/Good/Law (25 gp)) (total 25
gp), Arcane Scroll (Mending (12 gp 5 sp), Unseen Servant (25 gp)) (Unreliable curse)
(total 37 gp 5 sp), Dragonhide Plate (3300 gp) (Medium), Potion of Resist Fire (10) (300
gp); hoard total 4562 gp 5 sp

Room #251 North Entry Archway


→   Leads to room #235, inhabited by 4 x Aboleth

East Entry Archway


→   Leads to room #258

South Entry Archway


→   Leads to room #274, inhabited by 2 x Black Pudding

Room Features A chirping noise can be faintly heard near the north wall, and a pile of broken arrows lies
in the east side of the room

Monster 9 x Minotaur Zombie

Minotaur zombie: CR 4; Large undead; HD 12d8+3; hp 81; Init -1; Spd 30 ft. (6 squares;
can't run); AC 16 (-1 size, -1 dex, +8 natural), touch 8, flat-footed 16; Base Atk +6; Grp
+15; Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee (1d8+5,
slam); Full Atk +10 melee (3d6+7/x3, greataxe) or +10 melee (1d8+5, gore) or +10 melee
(1d8+5, slam); Space/Reach 10 ft./10 ft.; SA -; SQ Single actions only, damage reduction
5/slashing, darkvision 60 ft., undead traits; AL NE; SV Fort +4, Ref +3, Will +8; Str 21, Dex
8, Con -, Int -, Wis 10, Cha 1
Skills and Feats: -; Toughness

Room #252 West Entry #1 Archway


→   Leads to room #236, inhabited by 7 x Rust Monster

West Entry #2 Archway

South Entry Archway


→   Leads to room #277, inhabited by 8 x Huge Monstrous Spider

Monster 2 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: Bright Green Emerald (6000 gp), Moss Agate (6 gp); hoard total 6006 gp

Room #253 North Entry Archway


→   Leads to room #230

East Entry Archway


→   Leads to room #254, inhabited by 5 x Derro

South Entry #1 Archway


→   Leads to room #278

South Entry #2 Archway

→   Leads to room #279

Empty  

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Room #254 North Entry Archway


→   Leads to room #238, inhabited by 2 x Drider

West Entry Archway


→   Leads to room #253

Monster 5 x Derro

Derro: CR 3; Small monstrous humanoid; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4
squares); AC 19 (+1 size, +2 dex, +2 natural, +3 studded leather armor, +1 buckler), touch
13, flat-footed 17; Base Atk +3; Grp -1; Atk +4 melee (1d4/19-20, short sword) or +6
ranged (1d6/19-20 plus poison, repeating light crossbow); Full Atk +4 melee (1d4/19-20,
short sword) or +6 ranged (1d6/19-20 plus poison, repeating light crossbow);
Space/Reach 5 ft./5 ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ
Madness, spell resistance 15 vulnerability to sunlight; AL CE; SV Fort +2, Ref +5, Will +6;
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10, Listen +1, Move Silently +8; Blind-Fight, Improved
Initiative
Treasure: 8000 sp; Gold Bowl inlaid with a Filigree of Orichalcum (2000 gp), Ivory
Scepter set with Brown Diamond (5000 gp), Jade Cup inlaid with a Filigree of
Orichalcum (2000 gp), Silk Gown threaded with Gold (1000 gp); Potion of Owl's
Wisdom (300 gp); hoard total 11100 gp

Room #255 North Entry Archway


→   Leads to room #232

West Entry Archway

→   Leads to room #248, inhabited by 1 x Young Adult Green Dragon

Monster 4 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Room #256 North Entry #1 Archway


→   Leads to room #232

North Entry #2 Archway


→   Leads to room #233

East Entry Archway

Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60
hp)

1200 gp; Citrine (50 gp), Freshwater Pearl (11 gp), Lapis Lazuli (8 gp), Lapis Lazuli (14
gp), Malachite (9 gp); Arcane Scroll (Resistance (12 gp 5 sp), Summon Monster I (25 gp),
Disguise Self (150 gp)) (total 187 gp 5 sp); hoard total 1479 gp 5 sp

Room #257 West Entry Archway


→   Leads to room #249, inhabited by 2 x Flesh Golem

South Entry Archway

Room Features Numerous pillars line the north and east walls, and a grinding noise fills the room

Room #258 West Entry Archway


→   Leads to room #251, inhabited by 9 x Minotaur Zombie

South Entry Archway


→   Leads to room #276

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Room Features A tapestry of ancient mythology hangs from the north wall, and a pile of blood-soaked
clothing lies in the south side of the room

Trap Thunder Turret: CR 12; magic device; proximity trigger (alarm); duration 4 rounds; no
reset; thunder blast (11d6 sonic damage, DC 14 Fort save for half damage); multiple
targets (all targets in a 20 ft. cone); Search DC 28; Disable Device DC 26

Room #259 East Entry Archway


→   Leads to room #260

Empty  

Room #260 West Entry #1 Archway


→   Leads to room #259

West Entry #2 Archway

East Entry Archway


→   Leads to room #261

Room Features A whistling noise can be faintly heard near the east wall, and several pieces of rotten
bread are scattered throughout the room

Room #261 North Entry Archway


→   Leads to room #246

West Entry Archway


→   Leads to room #260

Room Features A faded and torn tapestry hangs from the north wall, and a foul odor fills the room

Room #262 North Entry Archway

East Entry Archway


→   Leads to room #263

South Entry Archway


→   Leads to room #281

Empty  

Room #263 North Entry Archway


→   Leads to room #240, inhabited by 13 x Wight

West Entry Archway


→   Leads to room #262

South Entry Archway


→   Leads to room #281

Room Features A chute descends from the room into a midden chamber below, and the floor is covered
with broken glass

Room #264 West Entry Archway

South Entry Archway


→   Leads to room #282, inhabited by 8 x Otyugh

Empty  

Room #265 North Entry Archway


→   Leads to room #242, inhabited by 5 x Black Pudding

East Entry #1 Archway


→   Leads to room #249, inhabited by 2 x Flesh Golem

East Entry #2 Archway


→   Leads to room #272, inhabited by 6 x Troll

South Entry Archway


→   Leads to room #288

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Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #266 East Entry Archway


→   Leads to room #267, inhabited by 3 x Flesh Golem

South Entry Archway


→   Leads to room #284, inhabited by 1 x Fire Giant

Room Features A fountain of water sits against the west wall, and a ring of keys lies in the south-west
corner of the room

Monster 1 x Roper

Roper: CR 12; Large magical beast; HD 10d10+30; hp 85; Init +5; Spd 10 ft. (2 squares);
AC 24 (-1 size, +1 dex, +14 natural), touch 10, flat-footed 23; Base Atk +10; Grp +18; Atk
+11 ranged touch (drag, strand) or +13 melee (2d6+6, bite); Full Atk +11 ranged touch
(drag, 6 strands) and +13 melee (2d6+6, bite); Space/Reach 10 ft./10 ft. (50 ft. with
strand); SA Drag, strands, weakness; SQ Darkvision 60 ft., immunity to electricity, low-
light vision, cold resistance 10, spell resistance 30, vulnerability to fire; AL CE; SV Fort
+10, Ref +8, Will +8; Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Skills and Feats: Climb +12, Hide +10*, Listen +13, Spot +13; Alertness, Improved
Initiative, Iron Will, Weapon Focus (strand)
Treasure: -; Pewter Crown etched with Draconic Runes (70 gp); hoard total 70 gp

Hidden Treasure Hidden (Search DC 30) Trapped and Locked Good Wooden Chest (Open Lock DC 20,
break DC 18; hard 5, 15 hp)
Electrified Lock: CR 9; magic device; touch trigger; no reset; electric shock (8d6
electricity damage, DC 12 Reflex save for half damage); Search DC 26; Disable Device DC
24

1400 gp; Potion of Cure Light Wounds (50 gp); hoard total 1450 gp

Room #267 West Entry Archway


→   Leads to room #266, inhabited by 1 x Roper

South Entry Archway


→   Leads to room #289, inhabited by 4 x Succubus

Room Features A balcony hangs from the west wall, and a tile mosaic of arcane patterns covers the floor

Monster 3 x Flesh Golem

Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares);
AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10
melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft.,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #268 North Entry Archway


→   Leads to room #244

West Entry Archway


→   Leads to room #273

Monster 4 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

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Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #269 East Entry Archway

→   Leads to room #270

South Entry Archway


→   Leads to room #287, inhabited by 7 x Grick

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #270 West Entry Archway


→   Leads to room #269, inhabited by 1 x Clay Golem

East Entry Archway


→   Leads to room #271

South Entry Archway


→   Leads to room #295

Room Features A narrow shaft descends from the room into a magical cyst below, and a large kiln and
coal bin sit in the north side of the room

Room #271 West Entry Archway


→   Leads to room #270

East Entry Archway


→   Leads to room #282, inhabited by 8 x Otyugh

South Entry #1 Archway


→   Leads to room #295

South Entry #2 Archway


→   Leads to room #296, inhabited by 12 x Shadow

Room Features A narrow pit covered by iron bars lies in the south-west corner of the room, and a large
demonic idol with ruby eyes sits in the north-west corner of the room

Room #272 North Entry Archway


→   Leads to room #249, inhabited by 2 x Flesh Golem

West Entry Archway


→   Leads to room #265, inhabited by 5 x Dire Bear

Room Features Someone has scrawled "left, left, straight, straight" in dwarvish runes on the south wall,
and a pair of dice lies in the north side of the room

Monster 6 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track
Treasure: Black Star Sapphire (1000 gp), Canary Diamond (3000 gp), Moss Agate (11
gp), Obsidian (9 gp), Sardonyx (70 gp), Smoky Quartz (30 gp), Turquoise (4 gp); hoard
total 4124 gp

Room #273 North Entry Archway


→   Leads to room #250, inhabited by 10 x Wererat

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West Entry Archway

East Entry Archway


→   Leads to room #268, inhabited by 4 x Dire Bear

Room Features A stone dais and throne sits in the west side of the room, and a pile of blood-soaked
clothing lies in the center of the room

Trap Dropping Ceiling: CR 9; mechanical; location trigger; repair reset; ceiling moves down
(12d6, crush); multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset
delay (1 round); Search DC 20; Disable Device DC 16

Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 30, break DC 18;
hard 5, 15 hp)

1400 gp; Brocade Tabard threaded with Silver (100 gp), Fine Leather Scabbard sewn with
Copper (100 gp), Ivory Medallion engraved with Draconic Scales (700 gp), Wooden Orb
engraved with Floral Vines (500 gp); Arcane Scroll (Ray of Enfeeblement (25 gp)) (total
25 gp), Potion of Cure Moderate Wounds (300 gp), Potion of Delay Poison (300 gp);
hoard total 3425 gp

Room #274 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #251, inhabited by 9 x Minotaur Zombie

East Entry Archway


→   Leads to room #275, inhabited by 5 x Succubus

South Entry Archway


→   Leads to room #299, inhabited by 5 x Dire Bear

Room Features The north and west walls have been engraved with alien glyphs, and a fountain of water
sits against the south wall

Monster 2 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #275 West Entry Archway


→   Leads to room #274, inhabited by 2 x Black Pudding

East Entry Archway

→   Leads to room #276

South Entry #1 Archway

South Entry #2 Archway

Room Features A rope ascends to a balcony hanging from the south wall, and a pair of boots lies in the
west side of the room

Monster 5 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 1700 gp; Star Rose Quartz (60 gp); hoard total 1760 gp

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Room #276 North Entry Archway


→   Leads to room #258

West Entry Archway


→   Leads to room #275, inhabited by 5 x Succubus

Room Features An iron sarcophagus sits in the north side of the room, and someone has scrawled "It is
awake" in goblin runes on the south wall

Room #277 North Entry Archway


→   Leads to room #252, inhabited by 2 x Succubus

East Entry Archway

Room Features A group of demonic faces have been carved into the south wall, and the floor is covered
with slime

Monster 8 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 100 gp; Amber (80 gp), Blue Star Sapphire (1000 gp), Chrysoprase (50 gp),
Jasper (20 gp), Red-brown Spinel (80 gp); hoard total 1330 gp

Trap Dropping Ceiling: CR 9; mechanical; location trigger; repair reset; ceiling moves down
(12d6, crush); multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset
delay (1 round); Search DC 20; Disable Device DC 16

Room #278 North Entry Archway


→   Leads to room #253

South Entry Archway


→   Leads to room #302

Room Features Someone has scrawled "Lightning comes before thunder" on the south wall, and a pile
of rotten fruit lies in the east side of the room

Room #279 North Entry Archway


→   Leads to room #253

East Entry Archway


→   Leads to room #280, inhabited by 10 x Wraith

South Entry #1 Archway


→   Leads to room #291

South Entry #2 Archway


→   Leads to room #292, inhabited by 6 x Basilisk

Room Features A fountain of water sits against the south wall, and a pile of rotten fruit lies in the north-
east corner of the room

Room #280 West Entry Archway


→   Leads to room #279

South Entry #1 Archway


→   Leads to room #292, inhabited by 6 x Basilisk

South Entry #2 Archway


→   Leads to room #293, inhabited by 14 x Troglodyte and 2 x Monitor Lizard

Room Features Someone has scrawled "Look to the left" on the west wall, and several broken arrows are
scattered throughout the room

Monster 10 x Wraith

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Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #281 North Entry #1 Archway


→   Leads to room #262

North Entry #2 Archway


→   Leads to room #263

East Entry Archway


→   Leads to room #287, inhabited by 7 x Grick

South Entry Archway

Room Features A cube of solid stone stands in the south-east corner of the room, and a pair of dice lies
in the west side of the room

Room #282 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #264

West Entry Archway


→   Leads to room #271

South Entry Archway


→   Leads to room #296, inhabited by 12 x Shadow

Monster 8 x Otyugh

Otyugh: CR 4; Large aberration; HD 6d8+9; hp 36; Init +0; Spd 20 ft. (4 squares); AC 17
(-1 size, +8 natural), touch 9, flat-footed 17; Base Atk +4; Grp +8; Atk +4 melee (1d6,
tentacle); Full Atk +4 melee (1d6, 2 tentacles) and -2 melee (1d4, bite); Space/Reach 10
ft./10 ft. (15 ft. with tentacle); SA Constrict 1d6, disease, improved grab; SQ Darkvision
60 ft., scent; AL N; SV Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Skills and Feats: Hide -1*, Listen +6, Spot +6; Alertness, Toughness, Weapon Focus
(tentacle)
Treasure: 1400 gp; Dragon Horn Shield Brooch engraved with Mythical Imagery (1400
gp), Electrum Torc set with a Rosette of Violet Garnet (900 gp), Ivory Scepter engraved
with Mythical Imagery (1100 gp), Moonstone Chalice inlaid with Ornate Orichalcum
Scrollwork (1100 gp), Silver Crown inlaid with a Filigree of Platinum (1900 gp); Arcane
Scroll (Sleep (25 gp)) (total 25 gp), Arcane Scroll (Endure Elements (25 gp), Magic
Weapon (25 gp), Detect Thoughts (150 gp)) (total 200 gp), Oil of Darkness (300 gp);
hoard total 8325 gp

Room #283 North Entry Archway

South Entry Archway

Room Features A toppled statue lies in the south side of the room, and the sound of rushing water fills
the room

Monster 7 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

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Room #284 North Entry Archway


→   Leads to room #266, inhabited by 1 x Roper

East Entry Archway


→   Leads to room #289, inhabited by 4 x Succubus

South Entry Archway

→   Leads to room #305

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 1700 gp; Coral Chalice engraved with Arcane Runes (2000 gp), Dragon Horn
Chalice engraved with an Ancient Coat of Arms (3000 gp), Gilded Wooden Bowl
engraved with Mythical Creatures (3000 gp), Jet Bowl engraved with a Renowned Coat
of Arms (3000 gp); Arcane Scroll (Ray of Enfeeblement (25 gp), Ventriloquism (25 gp))
(total 50 gp), Divine Scroll (Spiritual Weapon (150 gp)) (total 150 gp), Elixir of Vision
(250 gp), Potion of Resist Acid (10) (300 gp); hoard total 13450 gp

Room #285 West Entry Archway

East Entry Archway


→   Leads to room #286, inhabited by 9 x Ogre

South Entry Archway


→   Leads to room #308, inhabited by 11 x Troglodyte and 7 x Monitor Lizard

Room Features A stack of crates filled with rocks stands against the east wall, and a stream of blood
flows into the room through a hole in the ceiling

Room #286 West Entry Archway


→   Leads to room #285

South Entry Archway


→   Leads to room #309, inhabited by 4 x Dire Bear

Room Features Spirals of blue stones cover the floor, and an overwhelming stench fills the room

Monster 9 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)
Treasure: 1700 gp; Dragon Horn Shield Brooch engraved with a Renowned Coat of Arms
(800 gp), Fine Leather Coinpurse trimmed with Ermine (1400 gp), Fine Porcelain Tile
adorned with Gold and a Phoenix in relief (900 gp), Linen Robe threaded with Electrum
(1100 gp); Arcane Scroll (Hold Portal (25 gp), Magic Weapon (25 gp), Mount (25 gp))
(Drawback curse) (total 75 gp), Bag of Holding (III) (7400 gp) (design provides clue to
function), Wand of Shocking Grasp (18 of 50 charges) (design provides clue to function)
(270 gp); hoard total 13645 gp

Room #287 North Entry Archway


→   Leads to room #269, inhabited by 1 x Clay Golem

West Entry #1 Archway


→   Leads to room #281

West Entry #2 Archway

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Monster 7 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track
Treasure: 110 gp; hoard total 110 gp

Room #288 North Entry Archway


→   Leads to room #265, inhabited by 5 x Dire Bear

West Entry Archway

South Entry Archway


→   Leads to room #314

Room Features Part of the north wall has collapsed into the room, and someone has scrawled "Death is
the only exit" on the west wall

Room #289 North Entry Archway


→   Leads to room #267, inhabited by 3 x Flesh Golem

West Entry Archway


→   Leads to room #284, inhabited by 1 x Fire Giant

South Entry Archway


→   Leads to room #315, inhabited by 5 x Drider

Monster 4 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 1500 gp; Agateware Tile painted with Noble Imagery (60 gp), Brass Torc etched
with Elven Script (20 gp), Fine Leather Merchant's Cap adorned with a Feather (110 gp),
Linen Merchant's Cap trimmed with Squirrel Fur (70 gp); hoard total 1760 gp

Room #290 East Entry Archway


→   Leads to room #298

South Entry Archway


→   Leads to room #306, inhabited by 3 x Gargantuan Monstrous Spider

Room Features Someone has scrawled "The Shield of Allegiance is sundered" in draconic script on the
south wall, and a cold spot can be felt in the north side of the room

Monster 9 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track
Treasure: 220 pp; Potion of Delay Poison (300 gp) (Opposite effect or target curse);
hoard total 2500 gp

Room #291 North Entry Archway

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→   Leads to room #279

East Entry Archway


→   Leads to room #292, inhabited by 6 x Basilisk

Empty  

Room #292 North Entry #1 Archway


→   Leads to room #279

North Entry #2 Archway


→   Leads to room #280, inhabited by 10 x Wraith

West Entry Archway


→   Leads to room #291

South Entry #1 Archway


→   Leads to room #310, inhabited by 2 x Drider

South Entry #2 Archway


→   Leads to room #311

Monster 6 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft. (4 squares);
AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee
(1d8+3, bite); Full Atk +8 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Petrifying gaze;
SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8,
Con 15, Int 2, Wis 12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great Fortitude

Room #293 North Entry Archway


→   Leads to room #280, inhabited by 10 x Wraith

East Entry Archway

→   Leads to room #312

South Entry Archway


→   Leads to room #318

Room Features Several headless statues are scattered throughout the room, and a sundered axe lies in
the west side of the room

Monster 14 x Troglodyte and 2 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 600 gp; Fine Leather Coat trimmed with Sable (4000 gp), Fine Porcelain
Tureen gilded and painted with Mythical Imagery (2000 gp), Gilded Wooden Puzzle Box
engraved with Floral Vines (1000 gp), Pair of Drake Hide Boots trimmed with Ermine
(3000 gp); hoard total 10600 gp

Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #294 East Entry Archway


→   Leads to room #313, inhabited by 7 x Rust Monster

South Entry Archway


→   Leads to room #319, inhabited by 7 x Wraith

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Room Features A stone stair ascends towards the east wall, and a pile of empty flasks lies in the south-
west corner of the room

Room #295 North Entry #1 Archway


→   Leads to room #270

North Entry #2 Archway


→   Leads to room #271

South Entry Archway


→   Leads to room #313, inhabited by 7 x Rust Monster

Trap Flamethrower Turret: CR 11; magic device; proximity trigger (alarm); duration 6 rounds;
no reset; flame blast (11d6 fire damage, DC 14 Reflex save for half damage); multiple
targets (all targets in a 20 ft. cone); Search DC 28; Disable Device DC 24

Room #296 North Entry #1 Archway


→   Leads to room #271

North Entry #2 Archway


→   Leads to room #282, inhabited by 8 x Otyugh

East Entry Archway

South Entry Archway


→   Leads to room #320

Room Features A toppled statue lies in the east side of the room, and someone has scrawled "Praise
Batu" on the south wall

Monster 12 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft.
(good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1;
Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4;
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #297 South Entry Archway

→   Leads to room #321

Monster 3 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #298 West Entry Archway


→   Leads to room #290, inhabited by 9 x Troll

East Entry Archway


→   Leads to room #299, inhabited by 5 x Dire Bear

Room Features A sloped pit lined with iron spikes lies in the north-west corner of the room, and a pile of
bent copper coins lies in the south side of the room

Room #299 North Entry Archway


→   Leads to room #274, inhabited by 2 x Black Pudding

West Entry Archway


→   Leads to room #298

East Entry Archway


→   Leads to room #300

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Room Features A tile mosaic of geometric patterns covers the floor, and someone has scrawled an arrow
pointing down on the south wall

Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #300 North Entry Archway

West Entry Archway


→   Leads to room #299, inhabited by 5 x Dire Bear

Empty  

Room #301 West Entry Archway


→   Leads to room #317, inhabited by 11 x Wight

East Entry Archway


→   Leads to room #307, inhabited by 5 x Spectre

Room Features Several alcoves are cut into the north and south walls, and someone has scrawled "Boha
stands here, slain by a basilisk" on the south wall

Room #302 North Entry Archway


→   Leads to room #278

West Entry Archway


→   Leads to room #309, inhabited by 4 x Dire Bear

Empty  

Room #303 South Entry Archway


→   Leads to room #326, inhabited by 10 x Minotaur

Room Features A carved stone statue stands in the north side of the room, and a rusted chain shirt lies
in the south-west corner of the room

Monster 5 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 400 pp; Bastard Sword (Medium) (+1 weapon, Vicious) (Delusion curse) (8335
gp); hoard total 12335 gp

Room #304 North Entry Archway

South Entry Archway


→   Leads to room #330

Room Features Burning torches in iron sconces line the east and west walls, and someone has scrawled
an arrow pointing up on the south wall

Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10

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Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #305 North Entry Archway

→   Leads to room #284, inhabited by 1 x Fire Giant

East Entry Archway


→   Leads to room #315, inhabited by 5 x Drider

Room Features Spirals of yellow stones cover the floor, and someone has scrawled "Beware the
shadows" on the north wall

Room #306 North Entry Archway


→   Leads to room #290, inhabited by 9 x Troll

South Entry #1 Archway


→   Leads to room #322, inhabited by 2 x Phasm

South Entry #2 Archway


→   Leads to room #323, inhabited by 8 x Wight

Monster 3 x Gargantuan Monstrous Spider (vermin)

Gargantuan monstrous spider: CR 8; Gargantuan vermin; HD 16d8+32; hp 104; Init +3;


Spd 30 ft. (6 squares), climb 20 ft.; AC 19 (-4 size, +3 dex, +10 natural), touch 9, flat-
footed 16; Base Atk +12; Grp +31; Atk +15 melee (2d8+10 plus poison, bite); Full Atk +15
melee (2d8+10 plus poison, bite); Space/Reach 20 ft./15 ft.; SA Poison, web; SQ
Darkvision 60 ft., tremorsense 60 ft., vermin traits; AL N; SV Fort +12, Ref +8, Will +5;
Str 25, Dex 17, Con 14, Int -, Wis 10, Cha 2
Skills and Feats: Climb +14, Hide -5*, Jump +7*, Spot +4*; -
Treasure: 230 gp; Fine Leather Mantle trimmed with Sable (1200 gp), Lacquered Wooden
Cup inlaid with Orichalcum (1300 gp); hoard total 2730 gp

Room #307 North Entry Archway

West Entry Archway


→   Leads to room #301

East Entry Archway


→   Leads to room #308, inhabited by 11 x Troglodyte and 7 x Monitor Lizard

Room Features An iron chandelier hangs from the ceiling in the west side of the room, and a ruined
chain shirt lies in the east side of the room

Monster 5 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Room #308 North Entry Archway


→   Leads to room #285

West Entry Archway

→   Leads to room #307, inhabited by 5 x Spectre

Monster 11 x Troglodyte and 7 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10

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Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: Fire Opal (800 gp); hoard total 800 gp

Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #309 North Entry Archway


→   Leads to room #286, inhabited by 9 x Ogre

East Entry #1 Archway


→   Leads to room #302

East Entry #2 Archway


→   Leads to room #325

South Entry Archway


→   Leads to room #333

Monster 4 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Trap Lightning Turret: CR 12; magic device; proximity trigger (alarm); duration 4 rounds; no
reset; lightning bolt (11d6 electricity damage, DC 14 Reflex save for half damage);
multiple targets (all targets in a 40 ft. line); Search DC 28; Disable Device DC 26

Hidden Treasure Hidden (Search DC 25) Unlocked Good Wooden Chest (hard 5, 15 hp)

1800 gp; hoard total 1800 gp

Room #310 North Entry Archway


→   Leads to room #292, inhabited by 6 x Basilisk

South Entry Archway


→   Leads to room #328, inhabited by 3 x Black Pudding

Room Features A stone stair ascends towards the south wall, and several rotten apples are scattered
throughout the room

Monster 2 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 2400 gp; Blue Quartz (12 gp), Deep Blue Spinel (600 gp), Violet Garnet (700
gp); Arcane Scroll (Shield (25 gp)) (total 25 gp), Arcane Scroll (Glitterdust (150 gp))
(total 150 gp), Arcane Scroll (Grease (25 gp), Identify (125 gp)) (total 150 gp), Divine
Scroll (Light (12 gp 5 sp), Speak with Animals (25 gp)) (total 37 gp 5 sp), Potion of
Barkskin (+2) (300 gp), Wand of Burning Hands (11 of 50 charges) (165 gp); hoard total
4539 gp 5 sp

Room #311 North Entry Archway


→   Leads to room #292, inhabited by 6 x Basilisk

South Entry Archway

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

→   Leads to room #328, inhabited by 3 x Black Pudding

Room Features A faded and torn tapestry hangs from the west wall, and someone has scrawled "They ate
Narvi" in dwarvish runes on the west wall

Room #312 North Entry Archway

West Entry Archway


→   Leads to room #293, inhabited by 14 x Troglodyte and 2 x Monitor Lizard

East Entry Archway


→   Leads to room #319, inhabited by 7 x Wraith

Empty  

Room #313 North Entry Archway


→   Leads to room #295

West Entry Archway


→   Leads to room #294

East Entry Archway


→   Leads to room #320

South Entry Archway


→   Leads to room #334, inhabited by 5 x Drider

Monster 7 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #314 North Entry Archway


→   Leads to room #288

East Entry Archway


→   Leads to room #321

Room Features A tapestry of a legendary battle hangs from the west wall, and someone has scrawled
"Watch out for basilisk" in goblin runes on the west wall

Room #315 North Entry Archway


→   Leads to room #289, inhabited by 4 x Succubus

West Entry Archway


→   Leads to room #305

East Entry Archway

Monster 5 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 30000 sp; Arcane Scroll (Expeditious Retreat (25 gp), Scare (150 gp), Summon
Monster II (150 gp)) (total 325 gp), Arcane Scroll (Fog Cloud (150 gp), Silence (200 gp))
(total 350 gp), Dwarven Waraxe (Medium) (+1 weapon) (sheds light) (2330 gp), Potion
of Cat's Grace (300 gp), Stone of Alarm (2700 gp); hoard total 9005 gp

Room #316 West Entry Archway

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East Entry #1 Archway


→   Leads to room #317, inhabited by 11 x Wight

East Entry #2 Archway

→   Leads to room #331

Room Features The ceiling is covered with bloodstains, and a pile of sundered shields lies in the south-
east corner of the room

Hidden Treasure Hidden (Search DC 20) Trapped and Unlocked Strong Wooden Chest (hard 5, 20 hp)
Magic Missle Trap: CR 12; magic device; proximity trigger (alarm); no reset; magic missile
(7d6 force damage); never miss; Search DC 26; Disable Device DC 28

Arcane Scroll (Major Image (375 gp), Speak with Animals (525 gp)) (total 900 gp); hoard
total 900 gp

Room #317 West Entry Archway


→   Leads to room #316

East Entry #1 Archway


→   Leads to room #301

East Entry #2 Archway


→   Leads to room #324

Monster 11 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #318 North Entry Archway


→   Leads to room #293, inhabited by 14 x Troglodyte and 2 x Monitor Lizard

West Entry Archway


→   Leads to room #328, inhabited by 3 x Black Pudding

East Entry Archway

South Entry Archway


→   Leads to room #344

Empty  

Room #319 North Entry Archway


→   Leads to room #294

West Entry #1 Archway

→   Leads to room #312

West Entry #2 Archway

East Entry Archway


→   Leads to room #329

South Entry Archway


→   Leads to room #346, inhabited by 4 x Phasm

Room Features A large table and basin of water sit in the north-west corner of the room, and an
overwhelming stench fills the center of the room

Monster 7 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

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Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #320 North Entry Archway


→   Leads to room #296, inhabited by 12 x Shadow

West Entry Archway


→   Leads to room #313, inhabited by 7 x Rust Monster

Empty  

Room #321 North Entry Archway


→   Leads to room #297, inhabited by 3 x Dire Bear

West Entry Archway


→   Leads to room #314

South Entry Archway


→   Leads to room #338, inhabited by 5 x Cloaker

Empty  

Room #322 North Entry Archway


→   Leads to room #306, inhabited by 3 x Gargantuan Monstrous Spider

East Entry Archway


→   Leads to room #340, inhabited by 3 x Centipede Swarm

South Entry Archway

Room Features The scent of smoke fills the center of the room, and a charred wooden shield lies in the
south-east corner of the room

Monster 2 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Treasure: 1400 gp; hoard total 1400 gp

Room #323 North Entry Archway


→   Leads to room #306, inhabited by 3 x Gargantuan Monstrous Spider

East Entry Archway

South Entry Archway

→   Leads to room #340, inhabited by 3 x Centipede Swarm

Monster 8 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #324 West Entry Archway


→   Leads to room #317, inhabited by 11 x Wight

East Entry Archway


→   Leads to room #332, inhabited by 15 x Rust Monster

South Entry Archway


→   Leads to room #348

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Room Features A set of demonic war masks hangs on the east wall, and someone has scrawled an
incomplete drawing of a dragon on the west wall

Room #325 West Entry #1 Archway


→   Leads to room #309, inhabited by 4 x Dire Bear

West Entry #2 Archway


→   Leads to room #333

East Entry Archway


→   Leads to room #326, inhabited by 10 x Minotaur

South Entry Archway

Room Features A magical shrine of a god of death in the center of the room grants the ability to speak
with elementals to whomever offers a prayer, and the floor is covered in perfect
hexagonal tiles

Room #326 North Entry Archway


→   Leads to room #303, inhabited by 5 x Drider

West Entry Archway


→   Leads to room #325

East Entry Archway


→   Leads to room #327, inhabited by 7 x Wraith

Room Features Someone has scrawled "Abandon all hope" in draconic script on the east wall, and a cold
spot can be felt in the south side of the room

Monster 10 x Minotaur

Minotaur: CR 4; Large monstrous humanoid; HD 6d8+12; hp 39; Init +0; Spd 30 ft. (6
squares); AC 14 (-1 size, +5 natural), touch 9, flat-footed 14; Base Atk +6; Grp +14; Atk +9
melee (3d6+6/x3, greataxe) or +9 melee (1d8+4, gore); Full Atk +9 /+4 melee (3d6+6/x3,
greataxe) and +4 melee (1d8+2, gore); Space/Reach 10 ft./10 ft.; SA Powerful charge
4d6+6; SQ Darkvision 60 ft., natural cunning, scent; AL CE; SV Fort +6, Ref +5, Will +5;
Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills and Feats: Intimidate +2, Listen +7, Search +2, Spot +7; Great Fortitude, Power
Attack, Track
Treasure: 1800 gp; Potion of Misdirection (300 gp); hoard total 2100 gp

Room #327 West Entry Archway


→   Leads to room #326, inhabited by 10 x Minotaur

East Entry Archway


→   Leads to room #328, inhabited by 3 x Black Pudding

South Entry Archway


→   Leads to room #343, inhabited by 9 x Doppelganger

Monster 7 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #328 North Entry #1 Archway


→   Leads to room #310, inhabited by 2 x Drider

North Entry #2 Archway


→   Leads to room #311

West Entry Archway

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→   Leads to room #327, inhabited by 7 x Wraith

East Entry Archway


→   Leads to room #318

South Entry Archway

Monster 3 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Trap Object smeared with Contact Poison: CR 9; mechanical; touch trigger (attached);
manual reset; contact poison (black lotus extract [contact, Fort DC 20, 3d6 Con/3d6
Con]); Search DC 18; Disable Device DC 26

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15;
hard 5, 10 hp)

1700 gp; Amber Chalice engraved with Dwarven Runes (10000 gp), Belt of woven Silk
Cord threaded with Platinum (5000 gp); Arcane Scroll (Darkness (150 gp), Cure Serious
Wounds (525 gp), Speak with Animals (525 gp)) (total 1200 gp), Potion of Blur (300 gp),
Wand of Cure Moderate Wounds (8 of 50 charges) (720 gp); hoard total 18920 gp

Room #329 West Entry Archway


→   Leads to room #319, inhabited by 7 x Wraith

East Entry Archway

→   Leads to room #334, inhabited by 5 x Drider

South Entry Archway

Empty  

Room #330 North Entry Archway


→   Leads to room #304, inhabited by 5 x Dire Bear

East Entry Archway

→   Leads to room #339, inhabited by 2 x Dire Bear

Room Features A narrow shaft descends from the room into a magical cyst below, and a workbench and
several stools sit in the west side of the room

Trap Magic Missle Turret: CR 12; magic device; visual trigger (arcane eye); duration 4 rounds;
no reset; magic missile (7d6 force damage); never miss; Search DC 24; Disable Device DC
26

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25;
hard 5, 20 hp)

1500 gp; Dragon Horn Rod set with a Rosette of Pink Diamond (3000 gp), Drake Hide
Merchant's Cap adorned with a Feather (2000 gp), Ornate Porcelain Ewer adorned with
Platinum and a Castle in relief (4000 gp), Platinum Chime engraved with Mythical
Creatures (2000 gp), Platinum Ring set with Canary Diamond (1000 gp); hoard total
13500 gp

Room #331 West Entry #1 Archway


→   Leads to room #316

West Entry #2 Archway

→   Leads to room #342

South Entry #1 Archway


→   Leads to room #347

South Entry #2 Archway


→   Leads to room #348

Empty  

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Room #332 West Entry Archway


→   Leads to room #324

South Entry Archway


→   Leads to room #349, inhabited by 2 x Succubus

Room Features A stone stair ascends towards the south wall, and a forge and anvil sit in the east side of
the room

Monster 15 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #333 North Entry Archway


→   Leads to room #309, inhabited by 4 x Dire Bear

West Entry Archway


→   Leads to room #350

East Entry Archway


→   Leads to room #325

South Entry Archway


→   Leads to room #358

Room Features Part of the ceiling has collapsed into the room, and a tile labyrinth covers the floor

Room #334 North Entry Archway


→   Leads to room #313, inhabited by 7 x Rust Monster

West Entry #1 Archway


→   Leads to room #329

West Entry #2 Archway

East Entry Archway


→   Leads to room #335

South Entry Archway

Room Features A tile labyrinth covers the floor, and lit candles are scattered across the floor

Monster 5 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 4800 gp; Lapis Lazuli (9 gp), Obsidian (8 gp), Peridot (40 gp), Red Spinel (80
gp); Dwarven Waraxe (Medium) (+2 weapon) (8330 gp); hoard total 13267 gp

Room #335 West Entry Archway


→   Leads to room #334, inhabited by 5 x Drider

East Entry Archway


→   Leads to room #353

Room Features A set of demonic war masks hangs on the north wall, and a large demonic idol with ruby
eyes sits in the east side of the room

Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25;
hard 5, 20 hp)

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2100 gp; Arcane Scroll (2 x Fly (375 gp), Heroism (375 gp), Slow (375 gp)) (total 1125 gp);
hoard total 3225 gp

Room #336 East Entry Archway


→   Leads to room #337

South Entry Archway


→   Leads to room #353

Empty  

Room #337 West Entry Archway


→   Leads to room #336

East Entry Archway


→   Leads to room #338, inhabited by 5 x Cloaker

South Entry Archway

Empty  

Room #338 North Entry Archway


→   Leads to room #321

West Entry Archway


→   Leads to room #337

East Entry Archway


→   Leads to room #354, inhabited by 3 x Hill Giant

Monster 5 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 1000 gp; Alexandrite (600 gp), Blue Quartz (10 gp), Chalcedony (20 gp), Pink
Pearl (80 gp), Star Rose Quartz (20 gp), Star Rose Quartz (40 gp); Hat of Disguise (1800
gp); hoard total 3570 gp

Room #339 West Entry Archway


→   Leads to room #330

East Entry Archway

South Entry Archway


→   Leads to room #355, inhabited by 3 x Drider

Monster 2 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #340 North Entry Archway


→   Leads to room #323, inhabited by 8 x Wight

West Entry Archway


→   Leads to room #322, inhabited by 2 x Phasm

East Entry Archway


→   Leads to room #341

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South Entry Archway


→   Leads to room #356

Room Features A stack of barrels filled with rotting fruit stands against the north wall, and someone has
scrawled "We've run out of time" on the east wall

Monster 3 x Centipede Swarm

Centipede swarm: CR 4; Diminutive vermin (swarm); HD 9d8-9; hp 31; Init +4; Spd 20
ft. (4 squares), climb 20 ft.; AC 18 (+4 size, +4 dex), touch 18, flat-footed 14; Base Atk +6;
Grp -; Atk Swarm (2d6 plus poison); Full Atk Swarm (2d6 plus poison); Space/Reach 10
ft./0 ft.; SA Distraction, poison; SQ Darkvision 60 ft., immune to weapon damage,
swarm traits, tremorsense 30 ft., vermin traits; AL N; SV Fort +5, Ref +7, Will +3; Str 1,
Dex 19, Con 8, Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Spot +4; Weapon Finesse

Room #341 West Entry Archway


→   Leads to room #340, inhabited by 3 x Centipede Swarm

East Entry Archway


→   Leads to room #342

South Entry Archway


→   Leads to room #363

Room Features A set of demonic war masks hangs on the west wall, and lit candles are scattered across
the floor

Trap Poisoned Arrow Turret: CR 12; mechanical; location trigger; duration 5 rounds; manual
reset; Atk +16 ranged (4d6/x3 plus poison); poison (purple worm poison [injury, Fort DC
24, 1d6 Str/2d6 Str]); Search DC 28; Disable Device DC 24

Hidden Treasure Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60 hp)

1200 gp; Aquamarine (700 gp), Blue Quartz (8 gp), Jasper (70 gp), Moss Agate (9 gp),
Rhodochrosite (10 gp), Violet Garnet (300 gp); hoard total 2297 gp

Room #342 West Entry Archway


→   Leads to room #341

East Entry Archway

→   Leads to room #331

South Entry Archway


→   Leads to room #357, inhabited by 9 x Troll

Room Features Part of the ceiling has collapsed into the room, and a tile labyrinth covers the floor

Room #343 North Entry Archway


→   Leads to room #327, inhabited by 7 x Wraith

West Entry Archway


→   Leads to room #359

East Entry Archway


→   Leads to room #351, inhabited by 8 x Ogre

South Entry Archway


→   Leads to room #366, inhabited by 4 x Dire Bear

Monster 9 x Doppelganger

Doppelganger: CR 3; Medium monstrous humanoid (shapechanger); HD 4d8+4; hp 22;


Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base
Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); Space/Reach
5 ft./5 ft.; SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects;
AL N; SV Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3,
Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude
Treasure: 1600 gp; Potion of Fly (750 gp), Wand of Owl's Wisdom (22 of 50 charges)
(1980 gp); hoard total 4330 gp

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Room #344 North Entry Archway


→   Leads to room #318

West Entry Archway

South Entry Archway


→   Leads to room #369

Room Features A simple fireplace sits against the west wall, and a pile of blood-soaked clothing lies in
the south-east corner of the room

Room #345 North Entry Archway

East Entry Archway


→   Leads to room #346, inhabited by 4 x Phasm

South Entry Archway


→   Leads to room #370, inhabited by 1 x Fire Giant

Room Features An overwhelming stench fills the room, and a pile of blood-soaked clothing lies in the
north-east corner of the room

Monster 2 x Flesh Golem

Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares);
AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10
melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft.,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #346 North Entry Archway


→   Leads to room #319, inhabited by 7 x Wraith

West Entry Archway


→   Leads to room #345, inhabited by 2 x Flesh Golem

East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #352, inhabited by 10 x Rust Monster

Room Features A stair ascends to a wooden platform in the east side of the room, and a warped holy
symbol lies in the west side of the room

Monster 4 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14

Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Treasure: 160 pp; Ring of Minor Sonic Resistance (12000 gp); hoard total 13600 gp

Room #347 North Entry Archway

→   Leads to room #331

West Entry Archway


→   Leads to room #357, inhabited by 9 x Troll

South Entry Archway

Empty  

Room #348 North Entry #1 Archway

→   Leads to room #331

North Entry #2 Archway

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→   Leads to room #324

East Entry Archway


→   Leads to room #349, inhabited by 2 x Succubus

South Entry Archway


→   Leads to room #364, inhabited by 2 x Phasm

Room Features The floor is covered in square tiles, alternating white and black, and a warped holy
symbol lies in the west side of the room

Room #349 North Entry Archway


→   Leads to room #332, inhabited by 15 x Rust Monster

West Entry Archway


→   Leads to room #348

East Entry Archway


→   Leads to room #350

Monster 2 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 1300 gp; Scimitar (Medium) (+2 weapon) (8315 gp); hoard total 9615 gp

Room #350 West Entry #1 Archway


→   Leads to room #349, inhabited by 2 x Succubus

West Entry #2 Archway


→   Leads to room #365

East Entry Archway


→   Leads to room #333

Room Features A fountain decorated with five water-breathing dragon heads sits in the south-west
corner of the room, and a sundered helm lies in the north-east corner of the room

Room #351 West Entry Archway


→   Leads to room #343, inhabited by 9 x Doppelganger

South Entry Archway


→   Leads to room #367, inhabited by 2 x Flesh Golem

Room Features A narrow shaft descends from the room into a plundered tomb below, and a carved
stone statue stands in the south-west corner of the room

Monster 8 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)
Treasure: 1300 gp; Wand of Cure Moderate Wounds (38 of 50 charges) (3420 gp); hoard
total 4720 gp

Room #352 West Entry #1 Archway

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→   Leads to room #346, inhabited by 4 x Phasm

West Entry #2 Archway


→   Leads to room #360

East Entry Archway

South Entry Archway


→   Leads to room #371

Room Features Several monstrous corpses are scattered throughout the room, and a shattered hammer
lies in the center of the room

Monster 10 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Skills and Feats: Listen +7, Spot +7; Alertness, Track

Trap Object smeared with Contact Poison: CR 9; mechanical; touch trigger (attached);
manual reset; contact poison (black lotus extract [contact, Fort DC 20, 3d6 Con/3d6
Con]); Search DC 18; Disable Device DC 26

Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25;
hard 5, 20 hp)

1400 gp; hoard total 1400 gp

Room #353 North Entry Archway


→   Leads to room #336

West Entry #1 Archway


→   Leads to room #335

West Entry #2 Archway

East Entry Archway


→   Leads to room #362

Room Features Various torture devices are scattered throughout the room, and a rotting odor fills the
room

Room #354 West Entry Archway


→   Leads to room #338, inhabited by 5 x Cloaker

East Entry Archway


→   Leads to room #355, inhabited by 3 x Drider

Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 1900 gp; Blue Quartz (6 gp), Citrine (50 gp), Fire Opal (500 gp), Golden
Yellow Topaz (500 gp), Hematite (13 gp), Silver Pearl (100 gp), Star Ruby (1000 gp),
Zircon (30 gp); Arcane Scroll (Endure Elements (25 gp), Spectral Hand (150 gp))
(Uncontrolled curse) (total 175 gp), Ioun Stone (clear spindle) (4000 gp) (design
provides clue to function), Wand of Magic Missile (5th) (9 of 50 charges) (675 gp);
hoard total 8949 gp

Room #355 North Entry Archway


→   Leads to room #339, inhabited by 2 x Dire Bear

West Entry #1 Archway

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→   Leads to room #354, inhabited by 3 x Hill Giant

West Entry #2 Archway


→   Leads to room #374, inhabited by 3 x Drider

South Entry Archway


→   Leads to room #381

Room Features A tile mosaic of ghoulish carnage covers the floor, and a crushed helm lies in the north-
west corner of the room

Monster 3 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 8000 sp; Azurite (6 gp), Black Pearl (500 gp), Blue Quartz (7 gp), Emerald
(500 gp), Rock Crystal (70 gp), Violet Garnet (400 gp); Staff of Illumination (16 of 50
charges) (15440 gp); hoard total 17723 gp

Room #356 North Entry Archway


→   Leads to room #340, inhabited by 3 x Centipede Swarm

West Entry Archway

East Entry Archway

→   Leads to room #363

Room Features A carved stone statue stands in the west side of the room, and someone has scrawled
"Thrumal fell here" in dwarvish runes on the north wall

Room #357 North Entry Archway


→   Leads to room #342

East Entry Archway


→   Leads to room #347

Monster 9 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track
Treasure: 2400 gp; Divine Scroll (Magic Stone (25 gp), Sanctuary (25 gp), Lesser
Restoration (150 gp)) (total 200 gp), Oil of Invisibility (300 gp), Potion of Cat's Grace
(300 gp), Wand of Summon Monster II (34 of 50 charges) (3060 gp); hoard total 6260
gp

Room #358 North Entry Archway


→   Leads to room #333

East Entry Archway


→   Leads to room #359

South Entry Archway


→   Leads to room #384

Room Features A rope ascends to a wooden platform in the north-west corner of the room, and
someone has scrawled "The Council of the Hammer killed two trolls here" on the south
wall

Room #359 North Entry Archway

West Entry Archway

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→   Leads to room #358

East Entry Archway


→   Leads to room #343, inhabited by 9 x Doppelganger

Empty  

Room #360 East Entry Archway


→   Leads to room #352, inhabited by 10 x Rust Monster

South Entry Archway


→   Leads to room #378, inhabited by 4 x Black Pudding

Room Features A magical mirror on the north wall answers simple questions about the dungeon
(yes/no), and a tile mosaic of ancient mythology covers the floor

Trap Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual reset; hidden lock
bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6,
fall); multiple targets (first target in each of two adjacent 5 ft. squares); pit spikes (Atk
+10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm
poison [injury, Fort DC 24, 1d6 Str/2d6 Str]); Search DC 16; Disable Device DC 25

Hidden Treasure Hidden (Search DC 20) Unlocked Strong Wooden Chest (hard 5, 20 hp)

1500 gp; Ivory Comb set with a single Blue Diamond (100 gp); Potion of Blur (300 gp),
Scythe (Medium) (+2 weapon) (sheds light) (8318 gp); hoard total 10218 gp

Room #361 East Entry Archway

South Entry Archway


→   Leads to room #379, inhabited by 15 x Rust Monster

Room Features Several headless statues are scattered throughout the room, and a crater has been
blasted into the floor in the east side of the room

Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60
hp)

120 pp; Coral Bowl engraved with Arcane Runes (4000 gp), Drake Hide Coinpurse tooled
with a Legendary Coat of Arms (5000 gp); hoard total 10200 gp

Room #362 North Entry Archway

West Entry Archway

→   Leads to room #353

East Entry Archway

South Entry Archway


→   Leads to room #380, inhabited by 5 x Dire Bear

Room Features A narrow shaft falls into the room from above, and a bent key lies in the south-east
corner of the room

Room #363 North Entry Archway


→   Leads to room #341

West Entry #1 Archway


→   Leads to room #356

West Entry #2 Archway

South Entry Archway


→   Leads to room #391

Empty  

Room #364 North Entry Archway


→   Leads to room #348

West Entry Archway

South Entry Archway


→   Leads to room #393

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Room Features Numerous pillars line the north and south walls, and a whistling noise fills the room

Monster 2 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Treasure: 1500 gp; Alexandrite (700 gp); Arcane Scroll (Know Direction (12 gp 5 sp),
Bull's Strength (150 gp), Levitate (150 gp)) (total 312 gp 5 sp), Potion of Cure Moderate
Wounds (300 gp), Ring of Swimming (2500 gp); hoard total 5312 gp 5 sp

Room #365 East Entry Archway

→   Leads to room #350

South Entry Archway


→   Leads to room #393

Empty  

Room #366 North Entry Archway


→   Leads to room #343, inhabited by 9 x Doppelganger

South Entry Archway


→   Leads to room #394

Room Features A cube of solid stone stands in the west side of the room, and someone has scrawled
"Udlas was here" in dwarvish runes on the north wall

Monster 4 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #367 North Entry Archway


→   Leads to room #351, inhabited by 8 x Ogre

East Entry Archway


→   Leads to room #368, inhabited by 4 x Hill Giant

South Entry #1 Archway


→   Leads to room #385

South Entry #2 Archway


→   Leads to room #386, inhabited by 12 x Wight

Monster 2 x Flesh Golem

Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares);
AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10
melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft.,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25;
hard 5, 20 hp)

1300 gp; Alexandrite (800 gp), Aquamarine (800 gp), Hematite (9 gp), Rock Crystal (80
gp), Violet Garnet (500 gp); Arcane Scroll (Bear's Endurance (150 gp), Mirror Image
(150 gp)) (total 300 gp), Potion of Bull's Strength (300 gp); hoard total 4089 gp

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Room #368 West Entry Archway


→   Leads to room #367, inhabited by 2 x Flesh Golem

Room Features A tile mosaic of a legendary battle covers the floor, and a corroded key lies in the south-
east corner of the room

Monster 4 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 14000 sp; Alexandrite (600 gp), Carnelian (30 gp), Obsidian (10 gp), White
Opal (1600 gp); Wand of Knock (33 of 50 charges) (2970 gp); hoard total 6610 gp

Room #369 North Entry Archway


→   Leads to room #344

East Entry Archway


→   Leads to room #370, inhabited by 1 x Fire Giant

South Entry Archway


→   Leads to room #388, inhabited by 3 x Cloaker

Room Features A rope ascends to a balcony hanging from the north wall, and patches of mushrooms
grow in the center of the room

Room #370 North Entry Archway


→   Leads to room #345, inhabited by 2 x Flesh Golem

West Entry Archway

→   Leads to room #369

South Entry Archway

Room Features Skeletons hang from chains and manacles against the west wall, and a rattling noise can
be faintly heard near the north wall

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 200 pp; Chalcedony (40 gp), Iolite (70 gp), Moonstone (30 gp), Peridot (70
gp), Sardonyx (60 gp), Smoky Quartz (70 gp); Amulet of Mighty Fists (+1) (6000 gp)
(inscription provides clue to function), Potion of Blur (300 gp); hoard total 8640 gp

Room #371 North Entry Archway


→   Leads to room #352, inhabited by 10 x Rust Monster

West Entry Archway


→   Leads to room #378, inhabited by 4 x Black Pudding

East Entry Archway


→   Leads to room #379, inhabited by 15 x Rust Monster

Room Features A chute descends from the room into a natural cavern below, and someone has scrawled
"The Jade Ring is wreathed in flames" on the north wall

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Hidden Treasure Unlocked Simple Wooden Chest (hard 5, 10 hp)

1700 gp; Black Star Sapphire (900 gp), Chrysoberyl (120 gp), Chrysoprase (50 gp),
Citrine (30 gp), Rock Crystal (70 gp); hoard total 2870 gp

Room #372 West Entry Archway


→   Leads to room #379, inhabited by 15 x Rust Monster

South Entry Archway


→   Leads to room #396, inhabited by 12 x Huge Monstrous Spider

Room Features A weapon rack and crude bed sit in the north side of the room, and a pair of dice lies in
the north-west corner of the room

Monster 10 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track
Treasure: Banded Agate (10 gp), Black Star Sapphire (900 gp), Eye Agate (11 gp), Fire
Opal (1100 gp), Golden Yellow Topaz (300 gp), Lapis Lazuli (8 gp), Onyx (60 gp), Violet
Garnet (300 gp), White Opal (1400 gp); Divine Scroll (Charm Animal (25 gp), Shield of
Faith (25 gp)) (total 50 gp), Potion of Aid (300 gp), Potion of Cure Light Wounds (50
gp), Wand of Summon Monster II (37 of 50 charges) (3330 gp); hoard total 7819 gp

Room #373 North Entry Archway

East Entry Archway


→   Leads to room #374, inhabited by 3 x Drider

South Entry Archway


→   Leads to room #398, inhabited by 13 x Derro

Empty  

Room #374 West Entry Archway


→   Leads to room #373

East Entry Archway

→   Leads to room #355, inhabited by 3 x Drider

Monster 3 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 3200 gp; Chrysoprase (40 gp); Potion of Cure Light Wounds (50 gp), Wand of
Detect Secret Doors (32 of 50 charges) (480 gp), Wand of Magic Missile (5th) (32 of 50
charges) (2400 gp); hoard total 6170 gp

Room #375 East Entry Archway

South Entry Archway

→   Leads to room #389, inhabited by 1 x Fire Giant

Room Features A toppled statue lies in the south side of the room, and a pile of rotten bread lies in the
center of the room

Monster 5 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2

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claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 1600 gp; Fiery Yellow Corundum (900 gp), Freshwater Pearl (7 gp), Lapis
Lazuli (12 gp), Onyx (70 gp), Tourmaline (90 gp); Arcane Scroll (Protection from
Chaos/Evil/Good/Law (25 gp)) (total 25 gp), Arcane Scroll (Erase (25 gp), 2 x Glitterdust
(150 gp)) (total 175 gp), Golembane Scarab (2500 gp), Heavy Wooden Shield (Small) (+1
shield) (inscription provides clue to function) (1157 gp); hoard total 6536 gp

Trap Collapsing Ceiling: CR 11; mechanical; location trigger; no reset; Atk +12 melee (12d6);
multiple targets (all targets in a 40 ft. line); Search DC 24; Disable Device DC 28

Hidden Treasure Hidden (Search DC 20) Trapped and Locked Iron Chest (Open Lock DC 30, break DC 28;
hard 10, 60 hp)
Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm); automatic reset;
spell effect (Incendiary Cloud, 15th level wizard, 4d6/round for 15 rounds, DC 22 Reflex
save half damage); Search DC 33; Disable Device DC 33

Black Pearl (700 gp), Bloodstone (70 gp), Carnelian (70 gp), Iolite (50 gp), Moss Agate
(8 gp), Violet Garnet (600 gp); Arcane Scroll (Fox's Cunning (150 gp), Spectral Hand
(150 gp)) (total 300 gp), Divine Scroll (Create Water (12 gp 5 sp)) (total 12 gp 5 sp),
Longsword (Medium) (+1 weapon) (2315 gp); hoard total 4125 gp 5 sp

Room #376 East Entry Archway


→   Leads to room #382, inhabited by 11 x Huge Monstrous Spider

Empty  

Room #377 West Entry Archway


→   Leads to room #384

Room Features Lit candles are scattered across the floor, and a shallow pool of oil lies in the center of
the room

Room #378 North Entry Archway


→   Leads to room #360

West Entry Archway

East Entry Archway


→   Leads to room #371

Monster 4 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #379 North Entry Archway


→   Leads to room #361

West Entry Archway


→   Leads to room #371

East Entry Archway


→   Leads to room #372, inhabited by 10 x Troll

South Entry Archway


→   Leads to room #404

https://donjon.bin.sh/d20/dungeon/ 94/153
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Room Features Someone has scrawled "Thali died here, slain by orcs" on the east wall, and a corpse lies
in front of an open chest in the south-west corner of the room

Monster 15 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #380 North Entry Archway


→   Leads to room #362

South Entry Archway


→   Leads to room #397, inhabited by 1 x Frost Giant

Room Features A tile mosaic of legendary monsters covers the floor, and a ring of keys lies in the north-
west corner of the room

Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #381 North Entry Archway


→   Leads to room #355, inhabited by 3 x Drider

South Entry #1 Archway


→   Leads to room #400, inhabited by 4 x Cloaker

South Entry #2 Archway


→   Leads to room #401, inhabited by 1 x Clay Golem

Room Features A magical idol of a goddess of light in the north-west corner of the room causes unease
in any evil creature within 30 feet, and someone has scrawled "For the glory of Nabara
the Mad" in orcish runes on the east wall

Room #382 West Entry Archway


→   Leads to room #376

South Entry Archway


→   Leads to room #406, inhabited by 9 x Basilisk

Monster 11 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 110 gp; Amber (120 gp), Black Pearl (300 gp), Sardonyx (50 gp), Smoky Quartz
(50 gp); hoard total 630 gp

Room #383 West Entry Archway


→   Leads to room #393

East Entry #1 Archway


→   Leads to room #384

East Entry #2 Archway


→   Leads to room #402, inhabited by 14 x Wight

https://donjon.bin.sh/d20/dungeon/ 95/153
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Monster 4 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 560 pp; Violet Garnet (700 gp); Arcane Scroll (Flare (12 gp 5 sp)) (total 12 gp 5
sp), Heavy Steel Shield (Medium) (+1 shield) (1170 gp), Potion of Aid (300 gp), Potion of
Levitate (300 gp); hoard total 8082 gp 5 sp

Room #384 North Entry Archway


→   Leads to room #358

West Entry Archway


→   Leads to room #383, inhabited by 4 x Aboleth

East Entry Archway


→   Leads to room #377

South Entry Archway


→   Leads to room #402, inhabited by 14 x Wight

Empty  

Room #385 North Entry Archway


→   Leads to room #367, inhabited by 2 x Flesh Golem

West Entry #1 Archway

West Entry #2 Archway

Empty  

Room #386 North Entry Archway


→   Leads to room #367, inhabited by 2 x Flesh Golem

Room Features A magical mirror on the west wall answers questions with insults, and an acrid odor fills
the room

Monster 12 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #387 East Entry Archway


→   Leads to room #388, inhabited by 3 x Cloaker

South Entry Archway


→   Leads to room #410

Empty  

Room #388 North Entry Archway


→   Leads to room #369

West Entry Archway


→   Leads to room #387

South Entry Archway


→   Leads to room #403

Room Features An enchanted pool in the north side of the room ages whomever drinks from it (but only
once), and a dulled dagger lies in the south-east corner of the room

https://donjon.bin.sh/d20/dungeon/ 96/153
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Monster 3 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 1100 gp; hoard total 1100 gp

Room #389 North Entry Archway


→   Leads to room #375, inhabited by 5 x Succubus

East Entry Archway


→   Leads to room #390, inhabited by 11 x Wraith

South Entry #1 Archway

South Entry #2 Archway


→   Leads to room #414

Room Features A tapestry of ancient mythology hangs from the west wall, and a dagger hilt lies in the
south-east corner of the room

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 1500 gp; Alexandrite (600 gp), Amethyst (140 gp), Azurite (9 gp), Eye Agate (13
gp), Malachite (7 gp), Malachite (9 gp), Sardonyx (50 gp); Arcane Scroll (Summon
Monster II (150 gp)) (total 150 gp), Wand of Mirror Image (22 of 50 charges)
(inscription provides clue to function) (1980 gp); hoard total 4458 gp

Room #390 North Entry Archway

West Entry Archway


→   Leads to room #389, inhabited by 1 x Fire Giant

East Entry #1 Archway


→   Leads to room #391

East Entry #2 Archway


→   Leads to room #405

Room Features Someone has scrawled "The thief will betray you" on the south wall, and the floor is
covered with mould

Monster 11 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Trap Poisoned Arrow Turret: CR 12; mechanical; location trigger; duration 4 rounds; manual
reset; Atk +16 ranged (6d6/x3 plus poison); poison (purple worm poison [injury, Fort DC

https://donjon.bin.sh/d20/dungeon/ 97/153
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24, 1d6 Str/2d6 Str]); Search DC 24; Disable Device DC 28

Hidden Treasure Hidden (Search DC 20) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15;
hard 5, 10 hp)

250 pp; Aquamarine (600 gp), Black Pearl (800 gp), Deep Green Spinel (110 gp), Deep
Green Spinel (120 gp), Lapis Lazuli (11 gp), Pink Pearl (50 gp), Red-brown Spinel (120
gp), Rhodochrosite (7 gp); Wand of Cure Moderate Wounds (11 of 50 charges) (990 gp);
hoard total 5308 gp

Room #391 North Entry Archway


→   Leads to room #363

West Entry Archway


→   Leads to room #390, inhabited by 11 x Wraith

South Entry #1 Archway


→   Leads to room #405

South Entry #2 Archway


→   Leads to room #406, inhabited by 9 x Basilisk

Room Features Part of the east wall has collapsed into the room, and spirals of red stones cover the floor

Room #392 East Entry #1 Archway


→   Leads to room #393

East Entry #2 Archway


→   Leads to room #407, inhabited by 4 x Succubus

Monster 7 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #393 North Entry #1 Archway


→   Leads to room #364, inhabited by 2 x Phasm

North Entry #2 Archway


→   Leads to room #365

West Entry Archway


→   Leads to room #392, inhabited by 7 x Rust Monster

East Entry Archway


→   Leads to room #383, inhabited by 4 x Aboleth

Empty  

Room #394 North Entry Archway


→   Leads to room #366, inhabited by 4 x Dire Bear

West Entry Archway


→   Leads to room #402, inhabited by 14 x Wight

East Entry Archway


→   Leads to room #408

South Entry Archway


→   Leads to room #419

Empty  

Room #395 West Entry Archway

South Entry Archway


→   Leads to room #422

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Monster 4 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 44000 sp; Oil of Bless Weapon (100 gp), Potion of Barkskin (+2) (300 gp),
Wand of Enlarge Person (17 of 50 charges) (255 gp); hoard total 5055 gp

Trap Flamethrower Turret: CR 11; magic device; proximity trigger (alarm); duration 4 rounds;
no reset; flame blast (12d6 fire damage, DC 14 Reflex save for half damage); multiple
targets (all targets in a 20 ft. cone); Search DC 28; Disable Device DC 24

Hidden Treasure Hidden (Search DC 25) Unlocked Good Wooden Chest (hard 5, 15 hp)

130 pp; Ivory Orb inlaid with Ornate Electrum Scrollwork (1100 gp), Lacquered Wooden
Scepter engraved with Floral Vines (900 gp), Velvet Merchant's Cap adorned with a
Plume (1000 gp); Arcane Scroll (Prestidigitation (12 gp 5 sp)) (total 12 gp 5 sp), Arcane
Scroll (Magic Mouth (160 gp)) (total 160 gp), Lens of Detection (3500 gp) (design
provides clue to function), Potion of Bear's Endurance (300 gp); hoard total 8272 gp 5
sp

Room #396 North Entry Archway


→   Leads to room #372, inhabited by 10 x Troll

East Entry Archway


→   Leads to room #397, inhabited by 1 x Frost Giant

South Entry Archway


→   Leads to room #411, inhabited by 4 x Drider

Monster 12 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 30 pp; hoard total 300 gp

Room #397 North Entry Archway


→   Leads to room #380, inhabited by 5 x Dire Bear

West Entry Archway


→   Leads to room #396, inhabited by 12 x Huge Monstrous Spider

East Entry Archway


→   Leads to room #398, inhabited by 13 x Derro

Room Features The floor is covered in square tiles, alternating white and black, and several pieces of
rotten rope are scattered throughout the room

Monster 1 x Frost Giant

Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares);
AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10;
Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged
(2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2
slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14,
Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12;
Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Treasure: 1100 gp; hoard total 1100 gp

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

Room #398 North Entry Archway


→   Leads to room #373

West Entry Archway


→   Leads to room #397, inhabited by 1 x Frost Giant

South Entry Archway

→   Leads to room #412

Monster 13 x Derro

Derro: CR 3; Small monstrous humanoid; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4
squares); AC 19 (+1 size, +2 dex, +2 natural, +3 studded leather armor, +1 buckler), touch
13, flat-footed 17; Base Atk +3; Grp -1; Atk +4 melee (1d4/19-20, short sword) or +6
ranged (1d6/19-20 plus poison, repeating light crossbow); Full Atk +4 melee (1d4/19-20,
short sword) or +6 ranged (1d6/19-20 plus poison, repeating light crossbow);
Space/Reach 5 ft./5 ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ
Madness, spell resistance 15 vulnerability to sunlight; AL CE; SV Fort +2, Ref +5, Will +6;
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10, Listen +1, Move Silently +8; Blind-Fight, Improved
Initiative
Treasure: 1800 gp; Brocade Vest threaded with Silver (1000 gp), Linen Vest trimmed
with Squirrel Fur (400 gp), Onyx Salt Cellar engraved with Dwarven Runes (600 gp);
Light Steel Shield (Small) (+4 shield, Acid Resistance) (design provides clue to function)
(34159 gp); hoard total 37959 gp

Room #399 East Entry Archway

→   Leads to room #400, inhabited by 4 x Cloaker

South Entry Archway


→   Leads to room #425, inhabited by 11 x Troglodyte and 5 x Monitor Lizard

Monster 8 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 240 gp; Amethyst (100 gp), Banded Agate (9 gp), Chrysoberyl (80 gp), Deep
Blue Spinel (400 gp), Deep Blue Spinel (500 gp), Obsidian (10 gp), Red Spinel (100 gp),
Rich Purple Corundum (500 gp), Rich Purple Corundum (700 gp), Zircon (20 gp);
hoard total 2659 gp

Trap Dropping Ceiling: CR 9; mechanical; location trigger; repair reset; ceiling moves down
(12d6, crush); multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset
delay (1 round); Search DC 20; Disable Device DC 16

Hidden Treasure Hidden (Search DC 20) Unlocked Good Wooden Chest (hard 5, 15 hp)

1300 gp; Alexandrite (700 gp), Deep Blue Spinel (400 gp), Golden Yellow Topaz (600
gp); hoard total 3000 gp

Room #400 North Entry Archway


→   Leads to room #381

West Entry Archway


→   Leads to room #399, inhabited by 8 x Huge Monstrous Spider

East Entry Archway


→   Leads to room #401, inhabited by 1 x Clay Golem

South Entry Archway

Monster 4 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision

https://donjon.bin.sh/d20/dungeon/ 100/153
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60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 800 gp; Divine Scroll (Eagle's Splendor (150 gp)) (total 150 gp), Potion of
Reduce Person (250 gp), Ring of Minor Sonic Resistance (12000 gp) (inscription
provides clue to function), Wand of Daylight (39 of 50 charges) (inscription provides
clue to function) (3510 gp); hoard total 16710 gp

Room #401 North Entry #1 Archway


→   Leads to room #381

North Entry #2 Archway

West Entry Archway


→   Leads to room #400, inhabited by 4 x Cloaker

Room Features A stream of oil flows along a channel in the floor, and several pieces of trash are
scattered throughout the room

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #402 North Entry Archway


→   Leads to room #384

West Entry Archway


→   Leads to room #383, inhabited by 4 x Aboleth

East Entry Archway


→   Leads to room #394

South Entry Archway


→   Leads to room #418

Monster 14 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #403 North Entry Archway

→   Leads to room #388, inhabited by 3 x Cloaker

East Entry Archway

Room Features A narrow shaft falls into the room from above, and someone has scrawled "Phone
Erderts fell here, no honor among thieves" on the north wall

Room #404 North Entry Archway

→   Leads to room #379, inhabited by 15 x Rust Monster

East Entry Archway


→   Leads to room #411, inhabited by 4 x Drider

South Entry Archway

Room Features A rotting odor fills the west side of the room, and a pile of torn paper lies in the center of
the room

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Room #405 North Entry Archway


→   Leads to room #391

West Entry #1 Archway


→   Leads to room #390, inhabited by 11 x Wraith

West Entry #2 Archway

→   Leads to room #415

East Entry Archway


→   Leads to room #406, inhabited by 9 x Basilisk

Room Features A group of monstrous faces have been carved into the south wall, and several empty
flasks are scattered throughout the room

Room #406 North Entry #1 Archway


→   Leads to room #391

North Entry #2 Archway


→   Leads to room #382, inhabited by 11 x Huge Monstrous Spider

West Entry Archway


→   Leads to room #405

East Entry Archway


→   Leads to room #416, inhabited by 5 x Dire Bear

Room Features A sloped pit lined with iron spikes lies in the south-west corner of the room, and a faded
and torn tapestry hangs from the east wall

Monster 9 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft. (4 squares);
AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee
(1d8+3, bite); Full Atk +8 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Petrifying gaze;
SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8,
Con 15, Int 2, Wis 12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great Fortitude

Room #407 West Entry #1 Archway


→   Leads to room #392, inhabited by 7 x Rust Monster

West Entry #2 Archway


→   Leads to room #416, inhabited by 5 x Dire Bear

South Entry Archway


→   Leads to room #426

Room Features The floor is covered in perfect hexagonal tiles, and a circle of tall stones stands in the
south-west corner of the room

Monster 4 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive

Treasure: 1400 gp; Fine Leather Merchant's Cap adorned with a Plume (90 gp), Leather
Scabbard trimmed with Fur (80 gp), Linen Sash threaded with Copper (90 gp), Pewter
Bracer etched with Draconic Runes (110 gp), Small Woolen Tapestry (100 gp); Potion of
Mage Armor (50 gp) (Opposite effect or target curse), Wand of Shocking Grasp (18 of 50
charges) (270 gp); hoard total 2190 gp

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Room #408 West Entry Archway


→   Leads to room #394

East Entry Archway


→   Leads to room #409, inhabited by 1 x Fire Giant

South Entry Archway

→   Leads to room #427, inhabited by 11 x Grick

Room Features A tapestry of ancient mythology hangs from the west wall, and a toppled statue lies in
the west side of the room

Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60
hp)

1300 gp; Amber (120 gp), Azurite (12 gp), Black Star Sapphire (1300 gp), Bloodstone (30
gp), Iolite (50 gp), Malachite (10 gp); Chain Shirt (Small) (+4 armor, Wild) (49250 gp);
hoard total 52072 gp

Room #409 West Entry Archway


→   Leads to room #408

East Entry Archway


→   Leads to room #410

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 5000 sp; Coral (90 gp), Golden Yellow Topaz (800 gp); hoard total 1390 gp

Room #410 North Entry Archway


→   Leads to room #387

West Entry Archway


→   Leads to room #409, inhabited by 1 x Fire Giant

Empty  

Room #411 North Entry Archway


→   Leads to room #396, inhabited by 12 x Huge Monstrous Spider

West Entry Archway


→   Leads to room #404

East Entry Archway


→   Leads to room #423

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: Arcane Scroll (Spider Climb (150 gp)) (total 150 gp), Elixir of Fire Breath (1100
gp) (design provides clue to function); hoard total 1250 gp

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Room #412 North Entry Archway


→   Leads to room #398, inhabited by 13 x Derro

West Entry Archway

East Entry Archway


→   Leads to room #425, inhabited by 11 x Troglodyte and 5 x Monitor Lizard

South Entry Archway


→   Leads to room #431

Trap Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic reset;
spell effect (Prismatic Spray, 13th level wizard, DC 20 Reflex, Fort, or Will save,
depending on effect); Search DC 32; Disable Device DC 32

Hidden Treasure Hidden (Search DC 20) Trapped and Locked Simple Wooden Chest (Open Lock DC 30,
break DC 15; hard 5, 10 hp)
Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm); automatic
reset; spell effect (Wail of the Banshee, 17th level wizard, DC 23 Fort save negates);
multiple targets (up to 17 creatures); Search DC 34; Disable Device DC 34

240 pp; Alexandrite (600 gp), Aquamarine (600 gp), Black Pearl (600 gp), Onyx (80
gp), Rich Purple Corundum (700 gp); hoard total 4980 gp

Room #413 West Entry Archway

South Entry Archway


→   Leads to room #432, inhabited by 10 x Rust Monster

Room Features A faded and torn tapestry hangs from the north wall, and the ceiling is covered with
scorch marks

Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #414 North Entry Archway


→   Leads to room #389, inhabited by 1 x Fire Giant

East Entry Archway


→   Leads to room #415

Room Features Someone has scrawled "Who took my dwarf skull" in goblin runes on the north wall, and
a pile of candles lies in the south-east corner of the room

Room #415 West Entry Archway

→   Leads to room #414

East Entry Archway


→   Leads to room #405

South Entry Archway


→   Leads to room #434, inhabited by 3 x Mohrg

Room Features A wooden ladder rests against the north wall, and a pile of torches lies in the center of
the room

Room #416 West Entry Archway


→   Leads to room #406, inhabited by 9 x Basilisk

East Entry #1 Archway


→   Leads to room #407, inhabited by 4 x Succubus

East Entry #2 Archway


→   Leads to room #426

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

South Entry #1 Archway


→   Leads to room #444, inhabited by 4 x Gargoyle

South Entry #2 Archway

→   Leads to room #445, inhabited by 16 x Rust Monster

Monster 5 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #417 West Entry Archway

Room Features Someone has scrawled "Upon the sixth day of the Year of Stone, in the Kingdom of
Scepters, the Tree of Runes shall be destroyed" on the north wall, and an overwhelming
stench fills the north side of the room

Room #418 North Entry Archway


→   Leads to room #402, inhabited by 14 x Wight

East Entry Archway

→   Leads to room #419

South Entry Archway


→   Leads to room #436, inhabited by 8 x Grick

Room Features Someone has scrawled "It's a trap" on the west wall, and a rusted axe lies in the south
side of the room

Room #419 North Entry Archway


→   Leads to room #394

West Entry Archway


→   Leads to room #418

East Entry Archway


→   Leads to room #427, inhabited by 11 x Grick

Room Features A wooden platform hangs over a deep pit in the north-east corner of the room, and a pile
of sundered shields lies in the center of the room

Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15;
hard 5, 10 hp)

140 pp; Ioun Stone (scarlet and blue sphere) (8000 gp) (inscription provides clue to
function); hoard total 9400 gp

Room #420 East Entry Archway


→   Leads to room #421, inhabited by 14 x Troglodyte and 7 x Monitor Lizard

South Entry Archway

→   Leads to room #438, inhabited by 9 x Bat Swarm

Monster 2 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive

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Treasure: 160 pp; Blue-white Diamond (4000 gp), Deep Green Spinel (70 gp), Red-
brown Spinel (90 gp); hoard total 5760 gp

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 25, break DC 25;
hard 5, 20 hp)

1200 gp; hoard total 1200 gp

Room #421 West Entry Archway


→   Leads to room #420, inhabited by 2 x Succubus

South Entry Archway


→   Leads to room #439

Monster 14 x Troglodyte and 7 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 150 gp; hoard total 150 gp

Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2

Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #422 North Entry Archway


→   Leads to room #395, inhabited by 4 x Aboleth

South Entry Archway

Room Features A tapping sound can be heard in the south-west corner of the room, and several pieces
of blood-soaked clothing are scattered throughout the room

Room #423 West Entry Archway


→   Leads to room #411, inhabited by 4 x Drider

East Entry Archway


→   Leads to room #424, inhabited by 2 x Spectre

South Entry Archway


→   Leads to room #441, inhabited by 9 x Wight

Room Features A large demonic idol with ruby eyes sits in the north-east corner of the room, and
someone has scrawled "Mind the gap" on the south wall

Hidden Treasure Locked Simple Wooden Chest (Open Lock DC 30, break DC 15; hard 5, 10 hp)

13000 sp; Amber (130 gp), Amethyst (90 gp), Canary Diamond (4000 gp), Onyx (30
gp), Onyx (50 gp); hoard total 5600 gp

Room #424 West Entry Archway


→   Leads to room #423

East Entry Archway

South Entry Archway


→   Leads to room #442, inhabited by 7 x Huge Monstrous Spider

Monster 2 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee

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(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Room #425 North Entry Archway


→   Leads to room #399, inhabited by 8 x Huge Monstrous Spider

West Entry #1 Archway


→   Leads to room #412

West Entry #2 Archway


→   Leads to room #431

East Entry Archway

→   Leads to room #432, inhabited by 10 x Rust Monster

Monster 11 x Troglodyte and 5 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 30000 cp; Star Ruby (1200 gp), Violet Garnet (300 gp); hoard total 1800 gp

Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #426 North Entry Archway


→   Leads to room #407, inhabited by 4 x Succubus

West Entry Archway


→   Leads to room #416, inhabited by 5 x Dire Bear

East Entry Archway

South Entry Archway


→   Leads to room #446

Room Features Several alcoves are cut into the west wall, and the ceiling is covered with bloodstains

Room #427 North Entry Archway


→   Leads to room #408

West Entry #1 Archway


→   Leads to room #419

West Entry #2 Archway


→   Leads to room #447

East Entry #1 Archway


→   Leads to room #428, inhabited by 1 x Fire Giant

East Entry #2 Archway


→   Leads to room #448

South Entry Archway


→   Leads to room #454, inhabited by 5 x Aboleth

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

Room Features The floor is covered in perfect hexagonal tiles, and a dagger hilt lies in the north-east
corner of the room

Monster 11 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track
Treasure: 100 gp; Azurite (10 gp), Azurite (14 gp), Violet Garnet (700 gp); hoard total 824
gp

Room #428 West Entry Archway


→   Leads to room #427, inhabited by 11 x Grick

East Entry Archway

→   Leads to room #437

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 1000 gp; Aquamarine (400 gp), Azurite (9 gp), Banded Agate (10 gp), Fiery
Yellow Corundum (1300 gp), 2 x Red Spinel (80 gp), Star Rose Quartz (40 gp), Zircon
(50 gp); hoard total 2969 gp

Room #429 North Entry Archway

West Entry Archway

East Entry Archway


→   Leads to room #441, inhabited by 9 x Wight

Monster 5 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 2800 gp; Banded Agate (10 gp), Banded Agate (11 gp), Black Pearl (400 gp),
Malachite (11 gp); Potion of Bull's Strength (300 gp), Salve of Slipperiness (1000 gp);
hoard total 4532 gp

Room #430 West Entry Archway

→   Leads to room #442, inhabited by 7 x Huge Monstrous Spider

East Entry Archway


→   Leads to room #431

Monster 3 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft. (4 squares);
AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee
(1d8+3, bite); Full Atk +8 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Petrifying gaze;
SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8,
Con 15, Int 2, Wis 12, Cha 11

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Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great Fortitude

Hidden Treasure Hidden (Search DC 30) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60
hp)

1700 gp; Divine Scroll (Magic Stone (25 gp), Shillelagh (25 gp)) (total 50 gp), Divine
Scroll (Flare (12 gp 5 sp), Faerie Fire (25 gp), Owl's Wisdom (150 gp)) (total 187 gp 5 sp),
Divine Scroll (Shillelagh (25 gp), Bull's Strength (150 gp), Darkness (150 gp)) (total 325
gp), Potion of Bull's Strength (300 gp); hoard total 2562 gp 5 sp

Room #431 North Entry Archway


→   Leads to room #412

West Entry Archway


→   Leads to room #430, inhabited by 3 x Basilisk

East Entry #1 Archway


→   Leads to room #425, inhabited by 11 x Troglodyte and 5 x Monitor Lizard

East Entry #2 Archway


→   Leads to room #443

Empty  

Room #432 North Entry Archway


→   Leads to room #413, inhabited by 5 x Dire Bear

West Entry #1 Archway


→   Leads to room #425, inhabited by 11 x Troglodyte and 5 x Monitor Lizard

West Entry #2 Archway


→   Leads to room #443

South Entry Archway


→   Leads to room #460

Monster 10 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8

Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #433 North Entry Archway

West Entry Archway

South Entry Archway


→   Leads to room #452

Monster 5 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 1600 gp; Divine Scroll (Dominate Animal (375 gp), Helping Hand (375 gp),
Remove Disease (375 gp), Call Lightning Storm (1125 gp)) (total 2250 gp); hoard total
3850 gp

Hidden Treasure Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)

4000 sp; Brass Flower Brooch engraved with Elven Script (110 gp), Fine Leather
Merchant's Cap adorned with a Plume (70 gp); Arcane Scroll (Ghoul Touch (150 gp),
Pyrotechnics (150 gp)) (total 300 gp), Oil of Darkness (300 gp), Potion of Enlarge

https://donjon.bin.sh/d20/dungeon/ 109/153
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Person (250 gp) (Requirement curse), Potion of Protection from Chaos (50 gp); hoard
total 1480 gp

Room #434 North Entry Archway

→   Leads to room #415

East Entry Archway


→   Leads to room #435, inhabited by 2 x Black Pudding

Room Features A ladder ascends to a wooden platform in the east side of the room, and a pile of barrel
staves lies in the north side of the room

Monster 3 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares); AC 23
(+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk +12 melee (1d6+7,
slam) or +12 melee (paralysis, tongue); Full Atk +12 melee (1d6+7, slam) and +12 melee
(paralysis, tongue); Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create
spawn; SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21,
Dex 19, Con -, Int 11, Wis 10, Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9;
Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #435 West Entry Archway


→   Leads to room #434, inhabited by 3 x Mohrg

South Entry Archway


→   Leads to room #461

Room Features Skeletons hang from chains and manacles against the east wall, and a stream of blood
flows into a shallow pool in the south side of the room

Monster 2 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #436 North Entry Archway


→   Leads to room #418

East Entry Archway


→   Leads to room #447

South Entry #1 Archway


→   Leads to room #466, inhabited by 3 x Spectre

South Entry #2 Archway


→   Leads to room #467, inhabited by 4 x Dire Bear

Room Features A carved stone statue stands in the east side of the room, and someone has scrawled
"Gery's Foxes killed thirteen goblins here" on the east wall

Monster 8 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track
Treasure: 90 gp; hoard total 90 gp

Room #437 West Entry Archway


→   Leads to room #428, inhabited by 1 x Fire Giant

East Entry Archway

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→   Leads to room #438, inhabited by 9 x Bat Swarm

South Entry Archway


→   Leads to room #455

Empty  

Room #438 North Entry Archway


→   Leads to room #420, inhabited by 2 x Succubus

West Entry Archway


→   Leads to room #437

Monster 9 x Bat Swarm

Bat swarm: CR 2; Diminutive animal (swarm); HD 3d8; hp 13; Init +2; Spd 5 ft. (1
square), fly 40 ft. (good); AC 16 (+4 size, +2 dex), touch 14, flat-footed 12; Base Atk +2;
Grp -; Atk Swarm (1d6); Full Atk Swarm (1d6); Space/Reach 10 ft./0 ft.; SA Distraction,
wounding; SQ Blindsense 20 ft., half damage from slashing and piercing, low-light
vision, swarm traits; AL N; SV Fort +3, Ref +7, Will +3; Str 3, Dex 15, Con 10, Int 2, Wis 14,
Cha 4
Skills and Feats: Listen +11, Spot +11; Alertness, Lightning Reflexes

Room #439 North Entry Archway


→   Leads to room #421, inhabited by 14 x Troglodyte and 7 x Monitor Lizard

East Entry Archway

→   Leads to room #440

Empty  

Room #440 West Entry Archway


→   Leads to room #439

South Entry Archway

Room Features Part of the east wall has collapsed into the room, and various torture devices are
scattered throughout the room

Room #441 North Entry Archway


→   Leads to room #423

West Entry #1 Archway


→   Leads to room #429, inhabited by 5 x Aboleth

West Entry #2 Archway


→   Leads to room #450

East Entry Archway


→   Leads to room #442, inhabited by 7 x Huge Monstrous Spider

Room Features A tile labyrinth covers the floor, and a crude bed and several benches sit in the north-east
corner of the room

Monster 9 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #442 North Entry Archway


→   Leads to room #424, inhabited by 2 x Spectre

West Entry Archway

→   Leads to room #441, inhabited by 9 x Wight

East Entry #1 Archway


→   Leads to room #430, inhabited by 3 x Basilisk

https://donjon.bin.sh/d20/dungeon/ 111/153
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East Entry #2 Archway


→   Leads to room #451

Room Features Someone has scrawled "You cannot kill it with swords" in draconic script on the north
wall, and a sour odor fills the south-east corner of the room

Monster 7 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 210 gp; Horseshoes of a Zephyr (6000 gp) (design provides clue to function)
(Opposite effect or target curse), Potion of Cure Light Wounds (50 gp), Potion of
Sanctuary (50 gp); hoard total 6310 gp

Room #443 West Entry Archway


→   Leads to room #431

East Entry Archway


→   Leads to room #432, inhabited by 10 x Rust Monster

South Entry Archway


→   Leads to room #469, inhabited by 7 x Doppelganger

Room Features Jagged steel blades project from cracks in the north and west walls, and several iron
blobs are scattered throughout the room

Room #444 North Entry Archway


→   Leads to room #416, inhabited by 5 x Dire Bear

Monster 4 x Gargoyle

Gargoyle: CR 4; Medium monstrous humanoid (earth); HD 4d8+19; hp 37; Init +2; Spd
40 ft. (8 squares), fly 60 ft. (average); AC 16 (+2 dex, +4 natural), touch 12, flat-footed
14; Base Atk +4; Grp +6; Atk +6 melee (1d4+2, claw); Full Atk +6 melee (1d4+2, 2 claws)
and +4 melee (1d6+1, bite) and +4 melee (1d6+1, gore); Space/Reach 5 ft./5 ft.; SA -; SQ
Damage reduction 10/magic, darkvision 60 ft., freeze; AL CE; SV Fort +5, Ref +6, Will +4;
Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Skills and Feats: Hide +7*, Listen +4, Spot +4; Multiattack, Toughness
Treasure: 900 gp; Banded Agate (9 gp), Chrysoprase (20 gp), Star Ruby (1200 gp),
Turquoise (12 gp), White Pearl (110 gp), White Pearl (120 gp); Arcane Scroll (Summon
Monster I (25 gp), Continual Flame (200 gp), Resist Energy (150 gp)) (total 375 gp);
hoard total 2746 gp

Hidden Treasure Hidden (Search DC 30) Unlocked Good Wooden Chest (hard 5, 15 hp)

120 pp; Chalcedony (70 gp), Golden Yellow Topaz (200 gp), Moonstone (50 gp),
Tourmaline (100 gp); Arcane Scroll (Command Undead (150 gp)) (Drawback curse)
(total 150 gp); hoard total 1770 gp

Room #445 North Entry Archway


→   Leads to room #416, inhabited by 5 x Dire Bear

East Entry Archway


→   Leads to room #446

South Entry Archway


→   Leads to room #463, inhabited by 13 x Doppelganger

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Monster 16 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #446 North Entry Archway


→   Leads to room #426

West Entry Archway


→   Leads to room #445, inhabited by 16 x Rust Monster

South Entry #1 Archway


→   Leads to room #464, inhabited by 14 x Shadow

South Entry #2 Archway


→   Leads to room #465, inhabited by 12 x Derro

Room Features A tile mosaic of arcane patterns covers the floor, and someone has scrawled "Watch out
for elves" in goblin runes on the east wall

Room #447 West Entry Archway


→   Leads to room #436, inhabited by 8 x Grick

East Entry #1 Archway


→   Leads to room #427, inhabited by 11 x Grick

East Entry #2 Archway


→   Leads to room #454, inhabited by 5 x Aboleth

South Entry Archway


→   Leads to room #467, inhabited by 4 x Dire Bear

Trap Flamethrower Turret: CR 12; magic device; proximity trigger (alarm); duration 5 rounds;
no reset; flame blast (12d6 fire damage, DC 18 Reflex save for half damage); multiple
targets (all targets in a 20 ft. cone); Search DC 24; Disable Device DC 24

Room #448 West Entry Archway


→   Leads to room #427, inhabited by 11 x Grick

South Entry Archway


→   Leads to room #470

Room Features Several iron cages are scattered throughout the room, and the floor is covered with slime

Room #449 West Entry Archway

South Entry Archway

Room Features A set of demonic war masks hangs on the south wall, and a foul odor fills the room

Room #450 East Entry #1 Archway


→   Leads to room #441, inhabited by 9 x Wight

East Entry #2 Archway


→   Leads to room #458

Room Features A faded and torn tapestry hangs from the south wall, and jagged steel blades project
from cracks in the north and east walls

Room #451 West Entry #1 Archway


→   Leads to room #442, inhabited by 7 x Huge Monstrous Spider

West Entry #2 Archway

Empty  

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Room #452 North Entry Archway


→   Leads to room #433, inhabited by 5 x Hill Giant

South Entry #1 Archway


→   Leads to room #476

South Entry #2 Archway

→   Leads to room #477

Room Features A large demonic idol with ruby eyes sits in the center of the room, and someone has
scrawled an arcane rune on the west wall

Room #453 East Entry Archway


→   Leads to room #461

South Entry #1 Archway


→   Leads to room #477

South Entry #2 Archway


→   Leads to room #478

Room Features Someone has scrawled "The Blade of Pain is drawn" on the north wall, and several pieces
of rotten rope are scattered throughout the room

Room #454 North Entry Archway


→   Leads to room #427, inhabited by 11 x Grick

West Entry Archway


→   Leads to room #447

Monster 5 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 40000 sp; Aquamarine (300 gp), Aquamarine (700 gp), Black Star Sapphire
(900 gp), Coral (90 gp), Golden Yellow Topaz (700 gp), Silver Pearl (110 gp), Smoky
Quartz (60 gp), Turquoise (10 gp); Wand of Cure Moderate Wounds (41 of 50 charges)
(design provides clue to function) (3690 gp); hoard total 10560 gp

Room #455 North Entry Archway


→   Leads to room #437

South Entry Archway


→   Leads to room #471

Empty  

Room #456 East Entry Archway


→   Leads to room #457, inhabited by 5 x Ogre

South Entry Archway

Room Features A balcony hangs from the north wall, and someone has scrawled "In the Year of
Nightmares, when the moon is crowned, the Scepter of Wands shall be restored" on the
east wall

Monster 10 x Derro

Derro: CR 3; Small monstrous humanoid; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4
squares); AC 19 (+1 size, +2 dex, +2 natural, +3 studded leather armor, +1 buckler), touch
13, flat-footed 17; Base Atk +3; Grp -1; Atk +4 melee (1d4/19-20, short sword) or +6
ranged (1d6/19-20 plus poison, repeating light crossbow); Full Atk +4 melee (1d4/19-20,
short sword) or +6 ranged (1d6/19-20 plus poison, repeating light crossbow);
Space/Reach 5 ft./5 ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ

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Madness, spell resistance 15 vulnerability to sunlight; AL CE; SV Fort +2, Ref +5, Will +6;
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10, Listen +1, Move Silently +8; Blind-Fight, Improved
Initiative
Treasure: 1300 gp; Banded Agate (9 gp), Black Pearl (500 gp), Carnelian (60 gp), Peridot
(30 gp), White Pearl (80 gp); hoard total 1979 gp

Room #457 West Entry #1 Archway


→   Leads to room #456, inhabited by 10 x Derro

West Entry #2 Archway

East Entry Archway


→   Leads to room #468, inhabited by 6 x Wraith

South Entry Archway

Room Features A wooden platform hangs over a deep pit in the east side of the room, and a pile of empty
flasks lies in the north side of the room

Monster 5 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)
Treasure: Amber Puzzle Box set with Blue Diamond and Brown Diamond (4000 gp),
Ivory Orb set with a single flawless Blue-white Diamond (4000 gp), Scroll of
Masterwork Calligraphy in Silver Ink on Vellum (2000 gp); Arcane Scroll (Hypnotism (25
gp)) (total 25 gp), Divine Scroll (Deathwatch (25 gp), Entangle (25 gp)) (total 50 gp);
hoard total 10075 gp

Room #458 West Entry Archway


→   Leads to room #450

South Entry Archway

Empty  

Room #459 East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #474, inhabited by 4 x Black Pudding

South Entry Archway


→   Leads to room #484, inhabited by 5 x Basilisk

Empty  

Room #460 North Entry Archway


→   Leads to room #432, inhabited by 10 x Rust Monster

West Entry Archway

South Entry Archway


→   Leads to room #475, inhabited by 5 x Phasm

Hidden Treasure Hidden (Search DC 30) Unlocked Simple Wooden Chest (hard 5, 10 hp)

190 pp; hoard total 1900 gp

Room #461 North Entry Archway


→   Leads to room #435, inhabited by 2 x Black Pudding

West Entry Archway


→   Leads to room #453

East Entry Archway


→   Leads to room #462, inhabited by 5 x Hill Giant

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

Room Features A faded and torn tapestry hangs from the north wall, and someone has scrawled "Watch
out for elves" in goblin runes on the south wall

Room #462 West Entry Archway


→   Leads to room #461

East Entry Archway


→   Leads to room #463, inhabited by 13 x Doppelganger

South Entry Archway


→   Leads to room #486, inhabited by 8 x Cloaker

Room Features A stone stair ascends towards the north wall, and a simple fireplace sits against the east
wall

Monster 5 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 1700 gp; Malachite (12 gp), Sardonyx (20 gp), Star Rose Quartz (40 gp); Arcane
Scroll (Lesser Confusion (50 gp), Owl's Wisdom (150 gp), Silence (200 gp)) (total 400
gp), Divine Scroll (Magic Fang (25 gp), Cat's Grace (150 gp), Hold Person (150 gp)) (total
325 gp); hoard total 2497 gp

Room #463 North Entry Archway


→   Leads to room #445, inhabited by 16 x Rust Monster

West Entry Archway


→   Leads to room #462, inhabited by 5 x Hill Giant

East Entry Archway


→   Leads to room #464, inhabited by 14 x Shadow

Monster 13 x Doppelganger

Doppelganger: CR 3; Medium monstrous humanoid (shapechanger); HD 4d8+4; hp 22;


Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base
Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); Space/Reach
5 ft./5 ft.; SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects;
AL N; SV Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3,
Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude
Treasure: 2600 gp; Emerald (800 gp), Golden Yellow Topaz (400 gp), Lapis Lazuli (10
gp), Peridot (30 gp), Red Garnet (120 gp), Silver Pearl (90 gp), White Pearl (120 gp);
Divine Scroll (Summon Nature's Ally II (150 gp)) (Delusion curse) (total 150 gp), Potion
of Hide from Animals (50 gp), Potion of Undetectable Alignment (300 gp); hoard total
4670 gp

Room #464 North Entry Archway


→   Leads to room #446

West Entry Archway


→   Leads to room #463, inhabited by 13 x Doppelganger

East Entry Archway


→   Leads to room #465, inhabited by 12 x Derro

South Entry Archway


→   Leads to room #479, inhabited by 5 x Mohrg

Room Features Part of the south wall has collapsed into the room, and someone has scrawled "It's a
trap" on the south wall

Monster 14 x Shadow

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Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft.
(good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1;
Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4;
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #465 North Entry #1 Archway

→   Leads to room #446

North Entry #2 Archway

West Entry Archway


→   Leads to room #464, inhabited by 14 x Shadow

East Entry Archway


→   Leads to room #466, inhabited by 3 x Spectre

South Entry Archway


→   Leads to room #488

Monster 12 x Derro

Derro: CR 3; Small monstrous humanoid; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4
squares); AC 19 (+1 size, +2 dex, +2 natural, +3 studded leather armor, +1 buckler), touch
13, flat-footed 17; Base Atk +3; Grp -1; Atk +4 melee (1d4/19-20, short sword) or +6
ranged (1d6/19-20 plus poison, repeating light crossbow); Full Atk +4 melee (1d4/19-20,
short sword) or +6 ranged (1d6/19-20 plus poison, repeating light crossbow);
Space/Reach 5 ft./5 ft.; SA Poison use, spell-like abilities, sneak attack +1d6; SQ
Madness, spell resistance 15 vulnerability to sunlight; AL CE; SV Fort +2, Ref +5, Will +6;
Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills and Feats: Bluff +5, Hide +10, Listen +1, Move Silently +8; Blind-Fight, Improved
Initiative
Treasure: 1500 gp; Blue Quartz (10 gp), Blue Star Sapphire (1200 gp); hoard total 2710
gp

Hidden Treasure Trapped and Unlocked Iron Chest (hard 10, 60 hp)
Symbol of Petrification: CR 8; magic device; proximity trigger (alarm); no reset;
petrification (petrified, DC 12 Fort save negates); multiple targets (all targets in a 10 ft.
radius burst); Search DC 22; Disable Device DC 22

17000 sp; hoard total 1700 gp

Room #466 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #436, inhabited by 8 x Grick

West Entry Archway


→   Leads to room #465, inhabited by 12 x Derro

Monster 3 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Trap Dropping Ceiling: CR 9; mechanical; location trigger; repair reset; ceiling moves down
(12d6, crush); multiple targets (all targets in a 10 ft. by 10 ft. room); never miss; onset
delay (1 round); Search DC 20; Disable Device DC 16

Room #467 North Entry #1 Archway


→   Leads to room #436, inhabited by 8 x Grick

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North Entry #2 Archway


→   Leads to room #447

South Entry Archway

→   Leads to room #481

Monster 4 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #468 West Entry Archway


→   Leads to room #457, inhabited by 5 x Ogre

East Entry Archway

Room Features A balcony hangs from the west wall, and a stone dais and throne sits in the east side of
the room

Monster 6 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #469 North Entry Archway


→   Leads to room #443

West Entry Archway


→   Leads to room #485

East Entry Archway


→   Leads to room #475, inhabited by 5 x Phasm

Monster 7 x Doppelganger

Doppelganger: CR 3; Medium monstrous humanoid (shapechanger); HD 4d8+4; hp 22;


Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base
Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); Space/Reach
5 ft./5 ft.; SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects;
AL N; SV Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13

Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3,
Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude
Treasure: 1600 gp; Arcane Scroll (Acid Arrow (150 gp)) (total 150 gp), Potion of Barkskin
(+2) (300 gp) (Unreliable curse), Wand of Burning Hands (16 of 50 charges) (240 gp);
hoard total 2290 gp

Trap Energy Drain Trap: CR 10; magic device; visual trigger (true seeing); automatic reset; Atk
+8 ranged touch; spell effect (Energy Drain, 17th level wizard, 2d4 negative levels for 24
hours, DC 23 Fort save negates); Search DC 34; Disable Device DC 34

Hidden Treasure Hidden (Search DC 25) Locked Good Wooden Chest (Open Lock DC 30, break DC 18;
hard 5, 15 hp)

1700 gp; Electrum Crown set with Alexandrite (600 gp), Electrum Ewer set with Jacinth
(2000 gp), Jade Salt Cellar engraved with Arcane Runes (2400 gp), Moonstone Plate
engraved with Arcane Runes (2000 gp), Velvet Cloak threaded with Electrum (2100 gp);
hoard total 10800 gp

Room #470 North Entry Archway

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→   Leads to room #448

West Entry Archway

East Entry Archway


→   Leads to room #471

Room Features Someone has scrawled "Finethel died here" on the west wall, and iron chains hang from
the ceiling in the south-east corner of the room

Room #471 North Entry Archway


→   Leads to room #455

West Entry Archway


→   Leads to room #470

East Entry Archway


→   Leads to room #483

Room Features A spinning wheel and crude idol sit in the north-west corner of the room, and a charred
blanket lies in the west side of the room

Trap Magic Missle Turret: CR 11; magic device; visual trigger (arcane eye); duration 5 rounds;
no reset; magic missile (9d6 force damage); never miss; Search DC 28; Disable Device
DC 26

Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 20, break DC 18;
hard 5, 15 hp)

1500 gp; Arcane Scroll (Cure Light Wounds (50 gp), Magic Missile (25 gp)) (total 75 gp),
Arcane Scroll (Magic Weapon (25 gp), Mirror Image (150 gp), Water Breathing (375 gp))
(total 550 gp), Longsword (Small) (+1 weapon) (2315 gp); hoard total 4440 gp

Room #472 East Entry #1 Archway


→   Leads to room #473, inhabited by 13 x Shadow

East Entry #2 Archway

South Entry #1 Archway


→   Leads to room #500

South Entry #2 Archway


→   Leads to room #501, inhabited by 14 x Shadow

Room Features Several square holes are cut into the ceiling and floor, and a fountain decorated with
tormented faces sits in the north side of the room

Room #473 West Entry Archway


→   Leads to room #472

East Entry Archway

South Entry Archway

Monster 13 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft.
(good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1;
Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4;
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Room #474 West Entry Archway


→   Leads to room #459

East Entry Archway

Room Features A magical statue in the north side of the room answers questions with insults, and
several pieces of trash are scattered throughout the room

Monster 4 x Black Pudding (ooze)

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Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #475 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #460

West Entry Archway


→   Leads to room #469, inhabited by 7 x Doppelganger

Monster 5 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Treasure: 260 pp; Potion of Cure Light Wounds (50 gp), Wand of Daylight (39 of 50
charges) (3510 gp); hoard total 6160 gp

Room #476 North Entry Archway


→   Leads to room #452

East Entry Archway


→   Leads to room #477

South Entry Archway

Room Features A faded and torn tapestry hangs from the east wall, and a forge and anvil sit in the north-
west corner of the room

Room #477 North Entry #1 Archway


→   Leads to room #452

North Entry #2 Archway


→   Leads to room #453

West Entry Archway

→   Leads to room #476

East Entry Archway


→   Leads to room #478

Empty  

Room #478 North Entry Archway


→   Leads to room #453

West Entry Archway


→   Leads to room #477

South Entry Archway

Room Features The scent of urine fills the east side of the room, and a pile of rotting wood lies in the
north-east corner of the room

Room #479 North Entry Archway


→   Leads to room #464, inhabited by 14 x Shadow

East Entry Archway


→   Leads to room #488

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Monster 5 x Mohrg

Mohrg: CR 8; Medium undead; HD 14d12; hp 91; Init +9; Spd 30 ft. (6 squares); AC 23
(+4 dex, +9 natural), touch 14, flat-footed 14; Base Atk +7; Grp +12; Atk +12 melee (1d6+7,
slam) or +12 melee (paralysis, tongue); Full Atk +12 melee (1d6+7, slam) and +12 melee
(paralysis, tongue); Space/Reach 5 ft./5 ft.; SA Improved grab, paralyzing touch, create
spawn; SQ Darkvision 60 ft., undead traits; AL CE; SV Fort +4, Ref +10, Will +9; Str 21,
Dex 19, Con -, Int 11, Wis 10, Cha 10
Skills and Feats: Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9;
Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility

Room #480 East Entry Archway


→   Leads to room #481

Empty  

Room #481 North Entry Archway


→   Leads to room #467, inhabited by 4 x Dire Bear

West Entry Archway


→   Leads to room #480

East Entry Archway


→   Leads to room #482

South Entry Archway


→   Leads to room #497

Empty  

Room #482 West Entry Archway


→   Leads to room #481

South Entry Archway


→   Leads to room #498

Room Features Someone has scrawled a drawing of a castle on the north wall, and the south and east
walls are covered with slime

Room #483 West Entry #1 Archway


→   Leads to room #471

West Entry #2 Archway

Room Features A tile mosaic of an undead goddess covers the floor, and a large demonic idol with ruby
eyes sits in the west side of the room

Room #484 North Entry Archway


→   Leads to room #459

West Entry Archway


→   Leads to room #501, inhabited by 14 x Shadow

South Entry Archway


→   Leads to room #506

Monster 5 x Basilisk

Basilisk: CR 5; Medium magical beast; HD 6d10+12; hp 45; Init -1; Spd 20 ft. (4 squares);
AC 16 (-1 dex, +7 natural), touch 9, flat-footed 16; Base Atk +6; Grp +8; Atk +8 melee
(1d8+3, bite); Full Atk +8 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Petrifying gaze;
SQ Darkvision 60 ft., low-light vision; AL N; SV Fort +9, Ref +4, Will +3; Str 15, Dex 8,
Con 15, Int 2, Wis 12, Cha 11
Skills and Feats: Hide +0*, Listen +7, Spot +7; Alertness, Blind-Fight, Great Fortitude

Room #485 North Entry Archway

East Entry Archway


→   Leads to room #469, inhabited by 7 x Doppelganger

South Entry Archway

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Empty  

Room #486 North Entry Archway


→   Leads to room #462, inhabited by 5 x Hill Giant

Room Features A balcony hangs from the north wall, and numerous humanoid skulls are scattered
throughout the room

Monster 8 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 240 pp; Citrine (70 gp), Deep Blue Spinel (700 gp), Deep Green Spinel (110
gp), 2 x Golden Yellow Topaz (600 gp), Rich Purple Corundum (1300 gp), Smoky Quartz
(40 gp); Heavy Steel Shield (Medium) (+1 shield) (inscription provides clue to function)
(1170 gp), Mithral Heavy Shield (1020 gp) (Medium), Pipes of Sounding (1800 gp)
(inscription provides clue to function), Potion of Resist Electricity (10) (300 gp); hoard
total 10110 gp

Room #487 East Entry Archway


→   Leads to room #496

South Entry Archway


→   Leads to room #510

Room Features Spirals of gray stones cover the floor, and someone has scrawled "The elf will betray you"
in blood on the west wall

Room #488 North Entry Archway


→   Leads to room #465, inhabited by 12 x Derro

West Entry Archway


→   Leads to room #479, inhabited by 5 x Mohrg

South Entry Archway


→   Leads to room #503

Room Features Someone has scrawled a dark rune on the north wall, and a pile of rotten apples lies in
the west side of the room

Room #489 East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #504

Room Features The room has a high domed ceiling, and a fountain decorated with five water-breathing
dragon heads sits in the north-east corner of the room

Monster 6 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track

Treasure: Aquamarine (400 gp), Chrysoprase (30 gp), Deep Blue Spinel (200 gp), Jasper
(80 gp); Arcane Scroll (Comprehend Languages (25 gp)) (total 25 gp), Arcane Scroll
(Animate Rope (25 gp), Darkvision (150 gp)) (total 175 gp), Divine Scroll (Shatter (150
gp), Remove Blindness/Deafness (375 gp)) (total 525 gp), Ring of Protection (+1) (2000
gp); hoard total 3435 gp

Room #490 North Entry Archway

West Entry Archway

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→   Leads to room #505

East Entry Archway


→   Leads to room #500

South Entry Archway


→   Leads to room #515, inhabited by 12 x Shadow

Room Features A tile mosaic of vile acts covers the floor, and a hole has been blasted into the north wall

Room #491 South Entry Archway

Empty  

Room #492 West Entry Archway

East Entry Archway


→   Leads to room #493, inhabited by 4 x Drider

Monster 1 x Frost Giant

Frost giant: CR 9; Large giant (cold); HD 14d8+70; hp 133; Init -1; Spd 40 ft. (8 squares);
AC 21 (-1 size, -1 dex, +9 natural, +4 chain shirt), touch 8, flat-footed 21; Base Atk +10;
Grp +23; Atk +18 melee (3d6+13/x3, greataxe) or +18 melee (1d4+9, slam) or +9 ranged
(2d6+9, rock); Full Atk +18 /+13 melee (3d6+13/x3, huge greataxe) or +18 melee (1d4+9, 2
slams) or +9 ranged (2d6+9, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to cold, low-light vision, rock catching, vulnerability to fire; AL CE; SV Fort +14,
Ref +3, Will +6; Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11

Skills and Feats: Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12;
Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack
Treasure: 1400 gp; Arcane Scroll (Glitterdust (150 gp), Owl's Wisdom (150 gp)) (total
300 gp), Gloves of Arrow Snaring (4000 gp); hoard total 5700 gp

Trap Spiked Chain Flail: CR 12; mechanical; location trigger; repair reset; Atk +12 melee
(10d6/19-20 and knocked prone); multiple targets (all targets in a 10 ft. radius burst);
Search DC 26; Disable Device DC 28

Room #493 West Entry Archway


→   Leads to room #492, inhabited by 1 x Frost Giant

East Entry Archway

South Entry #1 Archway

→   Leads to room #518

South Entry #2 Archway


→   Leads to room #519

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: Aquamarine (300 gp), Deep Green Spinel (120 gp), Hematite (11 gp), Jasper (70
gp), Red Spinel (110 gp), Star Rose Quartz (50 gp), Violet Garnet (300 gp); Arcane Scroll
(Grease (25 gp)) (total 25 gp), Potion of Cure Moderate Wounds (300 gp); hoard total
1286 gp

Room #494 East Entry Archway


→   Leads to room #495, inhabited by 4 x Hill Giant

South Entry Archway


→   Leads to room #508

Monster 11 x Rust Monster

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Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Trap Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; poison gas
(insanity mist [inhaled, Fort DC 15, 1d4 Wis/2d6 Wis]); never miss; onset delay (1 round);
multiple targets (all targets in a 10 ft. by 10 ft. room); Search DC 25; Disable Device DC
20

Room #495 West Entry Archway


→   Leads to room #494, inhabited by 11 x Rust Monster

East Entry Archway

South Entry Archway


→   Leads to room #520

Monster 4 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)

Treasure: 1600 gp; Aquamarine (300 gp), Golden Yellow Topaz (400 gp); Arcane Scroll
(Arcane Mark (12 gp 5 sp)) (total 12 gp 5 sp), Arcane Scroll (Summon Swarm (150 gp))
(total 150 gp), Greatsword (Small) (+1 weapon) (2350 gp), Potion of Cure Moderate
Wounds (300 gp); hoard total 5112 gp 5 sp

Room #496 West Entry #1 Archway


→   Leads to room #487

West Entry #2 Archway


→   Leads to room #510

East Entry Archway


→   Leads to room #503

South Entry Archway


→   Leads to room #521

Room Features An iron chandelier hangs from the ceiling in the north-east corner of the room, and
several barrel staves are scattered throughout the room

Room #497 North Entry Archway

→   Leads to room #481

West Entry Archway

East Entry Archway


→   Leads to room #498

South Entry Archway

Empty  

Room #498 North Entry Archway


→   Leads to room #482

West Entry Archway


→   Leads to room #497

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Trap Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16 melee
(2d4+8 plus poison, scythe); poison (deathblade [injury, Fort DC 20, 1d6 Con/2d6
Con]); Search DC 24; Disable Device DC 19

Room #499 North Entry Archway

East Entry Archway

South Entry Archway


→   Leads to room #512, inhabited by 4 x Troll

Room Features A tapestry of a legendary battle hangs from the west wall, and several pieces of trash are
scattered throughout the room

Monster 5 x Huge Monstrous Spider (vermin)

Huge monstrous spider: CR 5; Huge vermin; HD 8d8+16; hp 52; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 16 (-2 size, +3 dex, +5 natural), touch 11, flat-footed 13; Base
Atk +6; Grp +18; Atk +9 melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison, web; SQ Darkvision 60 ft.,
tremorsense 60 ft., vermin traits; AL N; SV Fort +8, Ref +5, Will +2; Str 19, Dex 17, Con 14,
Int -, Wis 10, Cha 2
Skills and Feats: Climb +12, Hide -1*, Jump +4*, Spot +4*; -
Treasure: 400 sp; Bloodstone Coffer engraved with a Labyrinth (800 gp), Brocade
Mantle threaded with Gold (600 gp), Fine Steel Bracer engraved with Draconic Runes
(600 gp); hoard total 2040 gp

Room #500 North Entry Archway


→   Leads to room #472

West Entry Archway


→   Leads to room #490

East Entry Archway


→   Leads to room #501, inhabited by 14 x Shadow

Room Features A balcony hangs from the east wall, and a simple wooden table and iron cauldron sit in
the south-east corner of the room

Room #501 North Entry Archway

→   Leads to room #472

West Entry Archway


→   Leads to room #500

East Entry Archway


→   Leads to room #484, inhabited by 5 x Basilisk

South Entry Archway


→   Leads to room #516, inhabited by 9 x Wraith

Room Features A stone stair ascends towards the south wall, and an iron chandelier hangs from the
ceiling in the north-east corner of the room

Monster 14 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft.
(good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1;
Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4;
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13

Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

Hidden Treasure Hidden (Search DC 30) Trapped and Locked Iron Chest (Open Lock DC 25, break DC 28;
hard 10, 60 hp)
Contact Poison: CR 12; mechanical; touch trigger, no reset; contact poison (nitharit
[contact, Fort DC 13, 0/3d6 Con]); Search DC 28; Disable Device DC 28

2200 gp; Black Pearl (500 gp), Chrysoprase (40 gp), Chrysoprase (60 gp), Rock Crystal
(70 gp), Silver Pearl (110 gp); Potion of Neutralize Poison (750 gp); hoard total 3730 gp

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Room #502 West Entry Archway

South Entry Archway


→   Leads to room #528

Room Features A sloped pit lined with iron spikes lies in the north side of the room, and a fountain
decorated with tormented faces sits in the south side of the room

Room #503 North Entry Archway


→   Leads to room #488

West Entry Archway


→   Leads to room #496

East Entry Archway

South Entry #1 Archway


→   Leads to room #522, inhabited by 8 x Ogre

South Entry #2 Archway


→   Leads to room #523

Empty  

Room #504 West Entry #1 Archway

→   Leads to room #489, inhabited by 6 x Troll

West Entry #2 Archway


→   Leads to room #514, inhabited by 3 x Spectre

East Entry Archway


→   Leads to room #505

South Entry Archway


→   Leads to room #525, inhabited by 2 x Aboleth

Empty  

Room #505 West Entry Archway


→   Leads to room #504

East Entry #1 Archway


→   Leads to room #490

East Entry #2 Archway


→   Leads to room #515, inhabited by 12 x Shadow

South Entry Archway


→   Leads to room #525, inhabited by 2 x Aboleth

Room Features An enchanted pool in the south-east corner of the room grants beauty to whomever
drinks from it (but only once), and the south and west walls have been engraved with
glowing runes

Room #506 North Entry Archway


→   Leads to room #484, inhabited by 5 x Basilisk

West Entry Archway


→   Leads to room #516, inhabited by 9 x Wraith

East Entry Archway

Room Features A narrow pit covered by iron bars lies in the north-east corner of the room, and several
sundered shields are scattered throughout the room

Room #507 North Entry Archway

South Entry Archway

Room Features Numerous pillars line the east and west walls, and someone has scrawled "Mira fell here,
slain by orcs" in blood on the south wall

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Monster 10 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)
Treasure: 15000 sp; Bloodstone (50 gp), Deep Blue Spinel (500 gp), Eye Agate (10 gp),
Moss Agate (12 gp), Red-brown Spinel (80 gp), Rich Purple Corundum (900 gp), White
Pearl (90 gp); Oil of Magic Stone (50 gp), Potion of Protection from Arrows (10/magic)
(300 gp), Wand of Charm Animal (33 of 50 charges) (495 gp); hoard total 3987 gp

Trap Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm); automatic
reset; spell effect (Wail of the Banshee, 17th level wizard, DC 23 Fort save negates);
multiple targets (up to 17 creatures); Search DC 34; Disable Device DC 34

Room #508 North Entry Archway


→   Leads to room #494, inhabited by 11 x Rust Monster

South Entry Archway


→   Leads to room #533, inhabited by 5 x Drider and 12 x Medium Monstrous Spider

Room Features Several alcoves are cut into the north and south walls, and someone has scrawled "I'd
rather be at the Sapphire Shield" on the south wall

Room #509 West Entry Archway


→   Leads to room #520

South Entry Archway


→   Leads to room #534

Empty  

Room #510 North Entry Archway


→   Leads to room #487

East Entry #1 Archway


→   Leads to room #496

East Entry #2 Archway


→   Leads to room #521

Empty  

Room #511 West Entry Archway

East Entry #1 Archway


→   Leads to room #512, inhabited by 4 x Troll

East Entry #2 Archway


→   Leads to room #529

Empty  

Room #512 North Entry Archway


→   Leads to room #499, inhabited by 5 x Huge Monstrous Spider

West Entry Archway

→   Leads to room #511

South Entry Archway


→   Leads to room #529

Monster 4 x Troll

Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10

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ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track

Treasure: 1200 gp; hoard total 1200 gp

Room #513 North Entry Archway

East Entry Archway


→   Leads to room #514, inhabited by 3 x Spectre

Room Features Mournful weeping can be heard in the south-east corner of the room, and several pieces
of spoiled meat are scattered throughout the room

Monster 9 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track
Treasure: 11 pp; hoard total 110 gp

Room #514 West Entry Archway


→   Leads to room #513, inhabited by 9 x Grick

East Entry #1 Archway


→   Leads to room #504

East Entry #2 Archway


→   Leads to room #525, inhabited by 2 x Aboleth

South Entry Archway


→   Leads to room #530, inhabited by 4 x Flesh Golem

Monster 3 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Room #515 North Entry Archway


→   Leads to room #490

West Entry Archway


→   Leads to room #505

East Entry Archway


→   Leads to room #526, inhabited by 12 x Wight

South Entry Archway


→   Leads to room #540, inhabited by 4 x Hill Giant

Monster 12 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft.
(good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1;
Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4;
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

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Room #516 North Entry Archway


→   Leads to room #501, inhabited by 14 x Shadow

East Entry #1 Archway


→   Leads to room #506

East Entry #2 Archway

→   Leads to room #527

Room Features Someone has scrawled "The red dragon is not a dragon" on the south wall, and jagged
steel blades project from cracks in the south and east walls

Monster 9 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15

Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #517 East Entry Archway


→   Leads to room #518

South Entry Archway


→   Leads to room #531, inhabited by 1 x Clay Golem

Room Features Someone has scrawled "It is awake" in goblin runes on the west wall, and a pile of blood-
soaked clothing lies in the south-east corner of the room

Monster 2 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 26000 sp; Boots of Striding and Springing (5500 gp), Divine Scroll (Detect
Animals or Plants (25 gp), Resist Energy (150 gp)) (total 175 gp), Wand of Ghoul Touch
(46 of 50 charges) (design provides clue to function) (4140 gp); hoard total 12415 gp

Room #518 North Entry Archway


→   Leads to room #493, inhabited by 4 x Drider

West Entry Archway


→   Leads to room #517, inhabited by 2 x Aboleth

South Entry Archway


→   Leads to room #532

Empty  

Room #519 North Entry Archway


→   Leads to room #493, inhabited by 4 x Drider

East Entry Archway

Empty  

Room #520 North Entry Archway

→   Leads to room #495, inhabited by 4 x Hill Giant

West Entry Archway


→   Leads to room #533, inhabited by 5 x Drider and 12 x Medium Monstrous Spider

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East Entry #1 Archway


→   Leads to room #509

East Entry #2 Archway

→   Leads to room #534

Empty  

Room #521 North Entry Archway


→   Leads to room #496

West Entry Archway


→   Leads to room #510

East Entry Archway


→   Leads to room #522, inhabited by 8 x Ogre

South Entry Archway


→   Leads to room #536, inhabited by 17 x Choker

Empty  

Room #522 North Entry Archway


→   Leads to room #503

West Entry Archway


→   Leads to room #521

East Entry Archway


→   Leads to room #523

South Entry Archway


→   Leads to room #537, inhabited by 1 x Fire Giant

Monster 8 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)
Treasure: Bone Puzzle Box engraved with Arcane Runes (60 gp); Wand of Silence (26 of
50 charges) (design provides clue to function) (2340 gp); hoard total 2400 gp

Room #523 North Entry #1 Archway


→   Leads to room #503

North Entry #2 Archway

West Entry Archway


→   Leads to room #522, inhabited by 8 x Ogre

South Entry Archway


→   Leads to room #538

Empty  

Room #524 East Entry Archway

South Entry Archway


→   Leads to room #539, inhabited by 1 x Clay Golem

Monster 14 x Ogre

Ogre: CR 3; Large giant; HD 4d8+11; hp 29; Init -1; Spd 30 ft. in hide armor (6 squares);
base speed 40 ft.; AC 16 (-1 size, -1 dex, +5 natural, +3 hide armor), touch 8, flat-footed
16; Base Atk +3; Grp +12; Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin);
Full Atk +8 melee (2d8+7, greatclub) or +1 ranged (1d8+5, javelin); Space/Reach 10 ft./10
ft.; SA -; SQ Darkvision 60 ft., low-light vision; AL CE; SV Fort +6, Ref +0, Will +1; Str 21,
Dex 8, Con 15, Int 6, Wis 10, Cha 7

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Skills and Feats: Climb +5, Listen +2, Spot +2; Toughness, Weapon Focus (greatclub)
Treasure: 1200 gp; Lacquered Wooden Comb set with Chrysoberyl and Jet (30 gp),
Lacquered Wooden Shield Brooch engraved with a Labyrinth (30 gp), Marble Bowl set
with a single Violet Garnet (80 gp), Obsidian Coffer engraved with Dwarven Axeheads
(160 gp), Pewter Warhammer inlaid with a Filigree of Copper (90 gp), Wooden Rod
engraved with Elven Script (70 gp); hoard total 1660 gp

Room #525 North Entry #1 Archway


→   Leads to room #504

North Entry #2 Archway


→   Leads to room #505

West Entry Archway


→   Leads to room #514, inhabited by 3 x Spectre

Monster 2 x Aboleth

Aboleth: CR 7; Huge aberration (aquatic); HD 8d8+40; hp 76; Init +1; Spd 10 ft. (2
squares), swim 60 ft.; AC 16 (-2 size, +1 dex, +7 natural), touch 9, flat-footed 15; Base Atk
+6; Grp +22; Atk +12 melee (1d6+8 plus slime, tentacle); Full Atk +12 melee (1d6+8 plus
slime, 4 tentacles); Space/Reach 15 ft./10 ft.; SA Enslave, psionics, slime; SQ Aquatic
subtype, darkvision 60 ft., mucus cloud; AL LE; SV Fort +7, Ref +3, Will +11; Str 26, Dex
12, Con 20, Int 15, Wis 17, Cha 17
Skills and Feats: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16,
Swim +8; Alertness, Combat Casting, Iron Will
Treasure: 40000 cp; Arcane Scroll (Burning Hands (25 gp), Color Spray (25 gp)) (total
50 gp), Arcane Scroll (Detect Secret Doors (25 gp), False Life (150 gp), Resist Energy
(150 gp)) (total 325 gp), Oil of Invisibility (300 gp), Potion of Hide from Undead (50 gp);
hoard total 1125 gp

Room #526 West Entry Archway


→   Leads to room #515, inhabited by 12 x Shadow

East Entry #1 Archway

East Entry #2 Archway

South Entry Archway


→   Leads to room #548, inhabited by 7 x Wraith

Room Features Someone has scrawled "Gunna Styrbjudotr fell here, didn't see it coming" in dwarvish
runes on the north wall, and several pieces of rotten fruit are scattered throughout the
room

Monster 12 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #527 West Entry Archway


→   Leads to room #516, inhabited by 9 x Wraith

East Entry Archway


→   Leads to room #528

South Entry Archway


→   Leads to room #542, inhabited by 1 x Clay Golem

Room Features A stone dais sits in the north-east corner of the room, and several wax blobs are
scattered throughout the room

Room #528 North Entry Archway


→   Leads to room #502

West Entry Archway


→   Leads to room #527

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East Entry Archway


→   Leads to room #531, inhabited by 1 x Clay Golem

Room Features A simple fireplace sits against the south wall, and a charred wooden chest lies in the
center of the room

Room #529 North Entry Archway


→   Leads to room #512, inhabited by 4 x Troll

West Entry #1 Archway


→   Leads to room #511

West Entry #2 Archway

South Entry Archway


→   Leads to room #545

Room Features A wooden ladder rests against the west wall, and the floor is covered with shards of bone

Room #530 North Entry Archway


→   Leads to room #514, inhabited by 3 x Spectre

East Entry Archway


→   Leads to room #547

Room Features The south and east walls are covered with sword cuts, and a sundered axe lies in the
center of the room

Monster 4 x Flesh Golem

Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares);
AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10
melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft.,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #531 North Entry Archway


→   Leads to room #517, inhabited by 2 x Aboleth

West Entry #1 Archway

→   Leads to room #528

West Entry #2 Archway


→   Leads to room #550, inhabited by 2 x Drider

East Entry Archway

Room Features The floor is covered in perfect hexagonal tiles, and someone has scrawled "door, door,
right, left, door" on the north wall

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #532 North Entry Archway


→   Leads to room #518

East Entry Archway


→   Leads to room #543, inhabited by 15 x Grick

Empty  

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Room #533 North Entry Archway


→   Leads to room #508

East Entry #1 Archway


→   Leads to room #520

East Entry #2 Archway

→   Leads to room #544

South Entry Archway


→   Leads to room #551, inhabited by 1 x Fire Giant

Room Features A stack of barrels filled with rotting fruit stands against the east wall, and a corroded
mace lies in the east side of the room

Monster 5 x Drider and 12 x Medium Monstrous Spider (vermin)

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 4000 gp; Jet (130 gp), Moonstone (70 gp), Smoky Quartz (60 gp); hoard total
4260 gp

Medium monstrous spider: CR 1; Medium vermin; HD 2d8+2; hp 11; Init +3; Spd 30 ft. (6
squares), climb 20 ft.; AC 14 (+3 dex, +1 natural), touch 13, flat-footed 11; Base Atk +1;
Grp +1; Atk +4 melee (1d6 plus poison, bite); Full Atk +4 melee (1d6 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Poison, web; SQ Darkvision 60 ft., tremorsense 60 ft., vermin
traits; AL N; SV Fort +4, Ref +3, Will +0; Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2

Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 150 gp; Carnelian (60 gp), Freshwater Pearl (9 gp), Obsidian (10 gp), Pink
Pearl (80 gp), Turquoise (12 gp); hoard total 321 gp

Room #534 North Entry Archway


→   Leads to room #509

West Entry #1 Archway


→   Leads to room #520

West Entry #2 Archway


→   Leads to room #544

East Entry Archway


→   Leads to room #535, inhabited by 2 x Spectre

South Entry Archway


→   Leads to room #559

Room Features A magical statue in the north side of the room answers questions with lies and
falsehoods, and chanting can be heard in the north-east corner of the room

Trap Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset; DC 25 Reflex
save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10 ft. by 10 ft.
area); Search DC 25; Disable Device DC 25

Room #535 West Entry Archway


→   Leads to room #534

South Entry Archway


→   Leads to room #552, inhabited by 9 x Troglodyte and 3 x Monitor Lizard

Room Features Someone has scrawled a crude drawing of a succubus on the south wall, and a chirping
noise fills the room

Monster 2 x Spectre

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Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Trap Collapsing Ceiling: CR 11; mechanical; location trigger; no reset; Atk +14 melee (10d6);
multiple targets (all targets in a 40 ft. line); Search DC 28; Disable Device DC 26

Hidden Treasure Hidden (Search DC 30) Trapped and Unlocked Simple Wooden Chest (hard 5, 10 hp)
Teleporter Crystal: CR 11; magic device; touch trigger; no reset; teleport (teleported one
level down, DC 16 Will save negates); Search DC 28; Disable Device DC 28

1500 gp; Arcane Scroll (Glitterdust (150 gp), Misdirection (150 gp), Summon Swarm
(150 gp)) (total 450 gp), Potion of Misdirection (300 gp), Stone Salve (4000 gp), Wand
of Bear's Endurance (20 of 50 charges) (1800 gp); hoard total 8050 gp

Room #536 North Entry Archway


→   Leads to room #521

East Entry Archway


→   Leads to room #537, inhabited by 1 x Fire Giant

Room Features A faded and torn tapestry hangs from the west wall, and the ceiling is covered with
bloodstains

Monster 17 x Choker

Choker: CR 2; Small aberration; HD 3d8+3; hp 16; Init +6; Spd 20 ft. (4 squares), climb
10 ft.; AC 17 (+1 size, +2 dex, +4 natural), touch 13, flat-footed 15; Base Atk +2; Grp +5;
Atk +6 melee (1d3+3, tentacle); Full Atk +6 melee (1d3+3, 2 tentacles); Space/Reach 5
ft./10 ft.; SA Improved grab, constrict 1d3+3; SQ Darkvision 60 ft., quickness; AL CE; SV
Fort +2, Ref +5, Will +4; Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills and Feats: Climb +13, Hide +10, Move Silently +6; Improved Initiative, Lightning
Reflexes, Stealthy
Treasure: 140 gp; Chrysoprase (30 gp), Golden Pearl (140 gp); Arcane Scroll (Summon
Monster II (150 gp)) (total 150 gp); hoard total 460 gp

Room #537 North Entry Archway


→   Leads to room #522, inhabited by 8 x Ogre

West Entry Archway


→   Leads to room #536, inhabited by 17 x Choker

East Entry Archway


→   Leads to room #538

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 150 pp; Divine Scroll (Detect Undead (25 gp)) (total 25 gp), Potion of Cure
Moderate Wounds (300 gp); hoard total 1825 gp

Trap Magic Missle Turret: CR 11; magic device; proximity trigger (alarm); duration 6 rounds;
no reset; magic missile (7d6 force damage); never miss; Search DC 28; Disable Device
DC 28

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Room #538 North Entry Archway


→   Leads to room #523

West Entry #1 Archway


→   Leads to room #537, inhabited by 1 x Fire Giant

West Entry #2 Archway

→   Leads to room #554

Room Features A narrow pit covered by iron bars lies in the west side of the room, and numerous
humanoid skulls are scattered throughout the room

Room #539 North Entry Archway


→   Leads to room #524, inhabited by 14 x Ogre

South Entry Archway


→   Leads to room #561, inhabited by 1 x Stone Golem

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #540 North Entry Archway


→   Leads to room #515, inhabited by 12 x Shadow

South Entry Archway

Room Features The floor is covered in square tiles, alternating white and black, and a buzzing noise fills
the room

Monster 4 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Treasure: 1600 gp; Blue Quartz (5 gp), Deep Blue Spinel (600 gp), Hematite (4 gp), Jade
(70 gp), Malachite (9 gp), Violet Garnet (500 gp); Circlet of Persuasion (4500 gp), Pearl
of Power (2nd level) (4000 gp), Potion of Enlarge Person (250 gp), Salve of Slipperiness
(1000 gp) (inscription provides clue to function); hoard total 12538 gp

Room #541 West Entry Archway

East Entry Archway


→   Leads to room #542, inhabited by 1 x Clay Golem

Room Features A wooden ladder rests against the south wall, and howling can be heard in the east side
of the room

Room #542 North Entry Archway


→   Leads to room #527

West Entry Archway


→   Leads to room #541

South Entry Archway


→   Leads to room #556, inhabited by 4 x Drider

Monster 1 x Clay Golem

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Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #543 West Entry Archway


→   Leads to room #532

East Entry Archway

South Entry Archway


→   Leads to room #568

Room Features A well lies in the north side of the room, and a buzzing noise can be heard in the north-
east corner of the room

Monster 15 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track

Treasure: 160 gp; Platinum Pendant set with Blue-white Diamond and Pink Diamond
(5000 gp); hoard total 5160 gp

Trap Shrine of Evil: CR 9; magic device; touch trigger (detect good); automatic reset; inflict
wound (8d6 damage, DC 12 Will save for half damage); Search DC 22; Disable Device DC
22

Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 20, break DC 18;
hard 5, 15 hp)

140 pp; Electrum Cup inlaid with Ornate Gold Scrollwork (100 gp), Fine Steel Medallion
set with a single Alexandrite (600 gp), Pair of Fine Leather Shoes tooled with Arcane
Runes (500 gp), Pair of Velvet Gloves threaded with Electrum (500 gp), Rosewood Plate
engraved with Arcane Runes (900 gp), Wooden Plate engraved with Elven Script (600
gp); Arcane Scroll (Fox's Cunning (150 gp)) (total 150 gp), Arcane Scroll (Enlarge Person
(25 gp), Jump (25 gp), Whispering Wind (150 gp)) (total 200 gp), Wand of Levitate (30
of 50 charges) (2700 gp); hoard total 7650 gp

Room #544 West Entry #1 Archway


→   Leads to room #533, inhabited by 5 x Drider and 12 x Medium Monstrous Spider

West Entry #2 Archway

→   Leads to room #551, inhabited by 1 x Fire Giant

East Entry Archway


→   Leads to room #534

South Entry Archway


→   Leads to room #558, inhabited by 3 x Succubus

Empty  

Room #545 North Entry #1 Archway

North Entry #2 Archway


→   Leads to room #529

East Entry Archway


→   Leads to room #546

Room Features A magical idol in the north side of the room heals all wounds of whomever offers a prayer
(but only once), and a pile of rotting wood lies in the east side of the room

Room #546 West Entry Archway

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→   Leads to room #545

South Entry Archway


→   Leads to room #562

Empty  

Room #547 West Entry Archway


→   Leads to room #530, inhabited by 4 x Flesh Golem

East Entry Archway


→   Leads to room #555, inhabited by 3 x Hill Giant

Room Features A group of demonic faces have been carved into the west wall, and the floor is covered
with sand

Room #548 North Entry Archway


→   Leads to room #526, inhabited by 12 x Wight

East Entry Archway

South Entry #1 Archway


→   Leads to room #564, inhabited by 9 x Doppelganger

South Entry #2 Archway


→   Leads to room #565

Room Features A well lies in the south-west corner of the room, and a tile mosaic of arcane patterns
covers the floor

Monster 7 x Wraith

Wraith: CR 5; Medium undead (incorporeal); HD 5d12; hp 32; Init +7; Spd Fly 60 ft.
(good) (12 squares); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 12; Base Atk +2;
Grp -; Atk +5 melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Full Atk +5
melee (1d4 plus 1d6 Constitution drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA
Constitution drain, create spawn; SQ Darkvision 60 ft., daylight powerlessness,
incorporeal traits, +2 turn resistance, undead traits, unnatural aura; AL LE; SV Fort +1,
Ref +4, Will +6; Str -, Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense
Motive +8, Spot +12, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Combat
Reflexes, Improved Initiative

Room #549 East Entry Archway


→   Leads to room #550, inhabited by 2 x Drider

South Entry Archway


→   Leads to room #566

Trap Animated Net Trap: CR 12; mechanical; location trigger; manual reset; Atk +14 ranged
(grappled, Escape Artist DC 26 to escape); multiple targets (all targets in a 10 ft. square
area); Search DC 24; Disable Device DC 24

Hidden Treasure Hidden (Search DC 30) Locked Strong Wooden Chest (Open Lock DC 30, break DC 25;
hard 5, 20 hp)

13000 sp; hoard total 1300 gp

Room #550 West Entry Archway


→   Leads to room #549

East Entry #1 Archway


→   Leads to room #531, inhabited by 1 x Clay Golem

East Entry #2 Archway


→   Leads to room #557, inhabited by 14 x Wight

Monster 2 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1

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melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 3000 gp; Agateware Vase adorned with Gold and a Coat of Arms in relief (1700
gp), Gilded Wooden Cup inlaid with Orichalcum (1100 gp), Pair of Fine Leather Boots
sewn with Gold (1700 gp); Arcane Scroll (Tiny Hut (375 gp), Fire Trap (725 gp)) (total
1100 gp); hoard total 8600 gp

Room #551 North Entry Archway


→   Leads to room #533, inhabited by 5 x Drider and 12 x Medium Monstrous Spider

East Entry #1 Archway


→   Leads to room #544

East Entry #2 Archway


→   Leads to room #558, inhabited by 3 x Succubus

Room Features A fountain of water sits against the north wall, and a ruined chain shirt lies in the south
side of the room

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 2000 gp; Amber Rod inlaid with a Meandros of Orichalcum (6000 gp), Fine
Leather Armor tooled with Floral Vines (6000 gp), Gilded Wooden Puzzle Box engraved
with Floral Vines (4000 gp), Marble Statue (of a goddess of illusions) adorned with Gold
(2000 gp), Platinum Shield Brooch set with Bright Green Emerald and Jacinth (1000
gp); hoard total 21000 gp

Hidden Treasure Hidden (Search DC 25) Locked Strong Wooden Chest (Open Lock DC 30, break DC 25;
hard 5, 20 hp)

1400 gp; Rose Quartz (70 gp); hoard total 1470 gp

Room #552 North Entry Archway


→   Leads to room #535, inhabited by 2 x Spectre

West Entry Archway


→   Leads to room #559

East Entry Archway


→   Leads to room #553

South Entry Archway


→   Leads to room #574, inhabited by 13 x Rust Monster

Room Features A group of monstrous faces have been carved into the east wall, and a rusted chisel lies
in the north-west corner of the room

Monster 9 x Troglodyte and 3 x Monitor Lizard (animal)

Troglodyte: CR 1; Medium humanoid (reptilian); HD 2d8+4; hp 13; Init -1; Spd 30 ft. (6
squares); AC 15 (-1 dex, +6 natural), touch 9, flat-footed 15; Base Atk +1; Grp +1; Atk +1
melee (1d6, club) or +1 melee (1d4, claw) or +1 ranged (1d6, javelin); Full Atk +1 melee
(1d6, club) and -1 melee (1d4, claw) and -1 melee (1d4, bite) or +1 melee (1d4, 2 claws)
and -1 melee (1d4, bite) or +1 ranged (1d6, javelin); Space/Reach 5 ft./5 ft.; SA Stench; SQ
Darkvision 90 ft.; AL CE; SV Fort +5, Ref -1, Will +0; Str 10, Dex 9, Con 14, Int 8, Wis 10,
Cha 10
Skills and Feats: Hide +5*, Listen +3; Multiattack, Weapon Focus (javelin)
Treasure: 500 gp; Divine Scroll (Cure Moderate Wounds (150 gp)) (total 150 gp), Potion
of Cure Light Wounds (50 gp), Potion of Resist Cold (10) (300 gp); hoard total 1000 gp

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Monitor lizard: CR 2; Medium animal; HD 3d8+9; hp 22; Init +2; Spd 30 ft. (6 squares),
swim 30 ft.; AC 15 (+2 dex, +3 natural), touch 12, flat-footed 13; Base Atk +2; Grp +5; Atk
+5 melee (1d8+4, bite); Full Atk +5 melee (1d8+4, bite); Space/Reach 5 ft./5 ft.; SA -; SQ
Low-light vision; AL N; SV Fort +8, Ref +5, Will +2; Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha
2
Skills and Feats: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11;
Alertness, Great Fortitude

Room #553 West Entry Archway


→   Leads to room #552, inhabited by 9 x Troglodyte and 3 x Monitor Lizard

East Entry Archway


→   Leads to room #554

South Entry Archway

Room Features A chute descends from the room into a midden chamber below, and a tile mosaic of vile
acts covers the floor

Room #554 West Entry Archway


→   Leads to room #553

East Entry Archway


→   Leads to room #538

Empty  

Room #555 West Entry Archway


→   Leads to room #547

East Entry #1 Archway

East Entry #2 Archway


→   Leads to room #564, inhabited by 9 x Doppelganger

Room Features A wooden ladder rests against the west wall, and someone has scrawled a dark symbol
on the north wall

Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)

Room #556 North Entry Archway


→   Leads to room #542, inhabited by 1 x Clay Golem

South Entry Archway


→   Leads to room #579, inhabited by 2 x Succubus

Room Features A wooden ladder rests against the north wall, and the floor is covered with ash

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 4600 gp; Azurite (13 gp), Azurite (15 gp), Brown Diamond (5000 gp), Brown-
green Garnet (90 gp), Violet Garnet (500 gp); Arcane Scroll (Comprehend Languages

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(25 gp), Unseen Servant (25 gp)) (total 50 gp), Divine Scroll (Speak with Animals (25
gp), Cat's Grace (150 gp)) (total 175 gp); hoard total 10443 gp

Room #557 West Entry Archway

→   Leads to room #550, inhabited by 2 x Drider

East Entry Archway

South Entry Archway


→   Leads to room #581

Room Features A fountain decorated with six gargoyles sits in the center of the room, and unintelligible
whispering fills the room

Monster 14 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #558 North Entry Archway


→   Leads to room #544

West Entry Archway


→   Leads to room #551, inhabited by 1 x Fire Giant

East Entry Archway


→   Leads to room #559

Room Features A shallow pit lies in the north-east corner of the room, and lit candles are scattered
across the floor

Monster 3 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 19000 sp; Heavy Wooden Shield (Medium) (+1 shield) (1157 gp), Potion of
Endure Elements (50 gp), Potion of Remove Paralysis (300 gp), Slippers of Spider
Climbing (4800 gp) (design provides clue to function); hoard total 8207 gp

Room #559 North Entry Archway


→   Leads to room #534

West Entry #1 Archway


→   Leads to room #558, inhabited by 3 x Succubus

West Entry #2 Archway


→   Leads to room #573

East Entry Archway


→   Leads to room #552, inhabited by 9 x Troglodyte and 3 x Monitor Lizard

Room Features Someone has scrawled "Death is the only exit" on the west wall, and the sound of horns
fills the room

Trap Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; poison gas
(insanity mist [inhaled, Fort DC 15, 1d4 Wis/2d6 Wis]); never miss; onset delay (1 round);
multiple targets (all targets in a 10 ft. by 10 ft. room); Search DC 25; Disable Device DC
20

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Hidden Treasure Hidden (Search DC 20) Locked Iron Chest (Open Lock DC 20, break DC 28; hard 10, 60
hp)

1700 gp; Star Rose Quartz (40 gp); Potion of Levitate (300 gp), Ring of Feather Falling
(2200 gp); hoard total 4240 gp

Room #560 East Entry Archway


→   Leads to room #561, inhabited by 1 x Stone Golem

South Entry #1 Archway


→   Leads to room #584

South Entry #2 Archway

Monster 3 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 3200 gp; Agateware Tile painted with Garden Imagery (90 gp), Cloth Coat
trimmed with Rabbit Fur (120 gp), Fine Leather Coinpurse tooled with Elven Script (70
gp); Elixir of Vision (250 gp), Flask of Curses (2100 gp), Potion of Cure Moderate
Wounds (300 gp); hoard total 6130 gp

Room #561 North Entry Archway

→   Leads to room #539, inhabited by 1 x Clay Golem

West Entry Archway


→   Leads to room #560, inhabited by 3 x Drider

Room Features A shallow pool of blood lies in the east side of the room, and a pile of sundered shields
lies in the east side of the room

Monster 1 x Stone Golem

Stone golem: CR 11; Large construct; HD 14d10+30; hp 107; Init -1; Spd 20 ft. (4
squares); AC 26 (-1 size, -1 dex, +18 natural), touch 8, flat-footed 26; Base Atk +10; Grp
+23; Atk +18 melee (2d10+9, slam); Full Atk +18 melee (2d10+9, 2 slams); Space/Reach
10 ft./10 ft.; SA Slow; SQ Construct traits, damage reduction 10/adamantine, darkvision
60 ft., immunity to magic, low-light vision; AL N; SV Fort +4, Ref +3, Will +4; Str 29, Dex
9, Con -, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #562 North Entry Archway


→   Leads to room #546

West Entry Archway

East Entry Archway


→   Leads to room #563

South Entry Archway

Empty  

Room #563 West Entry #1 Archway


→   Leads to room #562

West Entry #2 Archway

East Entry Archway


→   Leads to room #572

South Entry Archway


→   Leads to room #586, inhabited by 2 x Black Pudding

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Room Features A magical shrine of a goddess of death in the center of the room grants the ability to
detect magic (for one day) to whomever offers a prayer, and a faded and torn tapestry
hangs from the east wall

Room #564 North Entry Archway


→   Leads to room #548, inhabited by 7 x Wraith

West Entry Archway


→   Leads to room #555, inhabited by 3 x Hill Giant

South Entry Archway


→   Leads to room #588, inhabited by 5 x Spectre

Room Features Someone has scrawled "In the Realm of Tomes, when east becomes west and the
Nightmare Gate opens, the Palace of Spears shall be destroyed" on the west wall, and a
sundered club lies in the north side of the room

Monster 9 x Doppelganger

Doppelganger: CR 3; Medium monstrous humanoid (shapechanger); HD 4d8+4; hp 22;


Init +1; Spd 30 ft. (6 squares); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base
Atk +4; Grp +5; Atk +5 melee (1d6+1, slam); Full Atk +5 melee (1d6+1, slam); Space/Reach
5 ft./5 ft.; SA Detect thoughts; SQ Change shape, immunity to sleep and charm effects;
AL N; SV Fort +4, Ref +5, Will +6; Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills and Feats: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3,
Listen +6, Sense Motive +6, Spot +6; Dodge, Great Fortitude
Treasure: 1800 gp; hoard total 1800 gp

Room #565 North Entry Archway


→   Leads to room #548, inhabited by 7 x Wraith

East Entry Archway


→   Leads to room #578, inhabited by 5 x Succubus

South Entry Archway


→   Leads to room #589, inhabited by 1 x Clay Golem

Room Features A group of draconic faces have been carved into the east wall, and someone has scrawled
"Death comes on silent wings" in draconic script on the east wall

Room #566 North Entry Archway


→   Leads to room #549

East Entry Archway


→   Leads to room #567

South Entry Archway


→   Leads to room #580

Empty  

Room #567 West Entry Archway


→   Leads to room #566

East Entry Archway


→   Leads to room #581

Room Features A balcony hangs from the east wall, and a tapestry of a god of destruction hangs from
the east wall

Room #568 North Entry Archway


→   Leads to room #543, inhabited by 15 x Grick

East Entry Archway


→   Leads to room #582

Room Features Skeletons hang from chains and manacles against the north and west walls, and the
scent of ozone fills the room

Room #569 South Entry Archway

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→   Leads to room #582

Monster 8 x Wererat (lycanthrope) and 14 x Dire Rat

Wererat, human form: CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus


1d8+2; hp 12; Init +0; Spd 30 ft. (6 squares); AC 15 (+2 natural, +2 leather, +1 buckler),
touch 10, flat-footed 15; Base Atk +1; Grp +2; Atk +2 melee (1d6+1/18-20, rapier) or +1
ranged (1d8/19-20, light crossbow); Full Atk +2 melee (1d6+1/18-20, rapier) or +1 ranged
(1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA -; SQ Alternate form, rat
empathy, low-light vision, scent; AL LE; SV Fort +5, Ref +2, Will +4; Str 13, Dex 11, Con 12,
Int 10, Wis 11, Cha 8
Skills and Feats: Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot
+4, Swim +9; Alertness, Dodge, Iron Will, Weapon Finesse
Wererat, dire rat form: CR 2; Small humanoid (human, shapechanger); HD 1d8+1 plus
1d8+2; hp 12; Init +3; Spd 40 ft. (8 squares), climb 20 ft.; AC 17 (+1 size, +3 dex, +3
natural), touch 14, flat-footed 14; Base Atk +1; Grp -2; Atk +6 melee (1d4+1 plus disease,
bite); Full Atk +6 melee (1d4+1 plus disease, bite); Space/Reach 5 ft./5 ft.; SA Curse of
lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-
light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11,
Cha 8
Skills and Feats: Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot
+4, Swim +11; (same as human form)
Wererat, hybrid form: CR 2; Medium humanoid (human, shapechanger); HD 1d8+1 plus
1d8+2; hp 12; Init +3; Spd 30 ft. (6 squares); AC 16 (+3 dex, +3 natural), touch 13, flat-
footed 13; Base Atk +1; Grp +2; Atk +5 melee (1d6+1/18-20, rapier) or +4 ranged (1d8/19-
20, light crossbow); Full Atk +4 melee (1d6+1/18-20, rapier) and -1 melee (1d6 plus
disease, bite) or +4 ranged (1d8/19-20, light crossbow); Space/Reach 5 ft./5 ft.; SA Curse
of lycanthropy, disease; SQ Alternate form, rat empathy, damage reduction 10/silver, low-
light vision, scent; AL LE; SV Fort +6, Ref +5, Will +4; Str 13, Dex 17, Con 14, Int 10, Wis 11,
Cha 8
Skills and Feats: Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot
+4, Swim +9; (same as human form)
Treasure: 5000 sp; hoard total 500 gp

Dire rat: CR 1/3; Small animal; HD 1d8+1; hp 5; Init +3; Spd 40 ft. (8 squares), climb 20
ft.; AC 15 (+1 size, +3 dex, +1 natural), touch 14, flat-footed 12; Base Atk +0; Grp -4; Atk
+4 melee (1d4 plus disease, bite); Full Atk +4 melee (1d4 plus disease, bite); Space/Reach
5 ft./5 ft.; SA Disease; SQ Low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10,
Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11;
Alertness, Weapon Finesse

Room #570 West Entry #1 Archway

West Entry #2 Archway

Room Features Someone has scrawled "Death comes on silent wings" on the north wall, and rusting
iron spikes line the east and west walls

Room #571 West Entry Archway


→   Leads to room #576, inhabited by 1 x Fire Giant

East Entry Archway

South Entry Archway


→   Leads to room #596

Room Features Part of the east wall has collapsed into the room, and skeletons hang from chains and
manacles against the south and east walls

Monster 4 x Phasm

Phasm: CR 7; Medium aberration (shapechanger); HD 15d8+30; hp 97; Init +6; Spd 30


ft. (6 squares); AC 17 (+2 dex, +5 natural), touch 12, flat-footed 15; Base Atk +11; Grp +12;
Atk +12 melee (1d3+1, slam); Full Atk +12 melee (1d3+1, slam); Space/Reach 5 ft./5 ft.; SA
-; SQ Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.;
AL CN; SV Fort +11, Ref +11, Will +11; Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills and Feats: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20
(+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8;
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility

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Treasure: 2300 gp; Amethyst (120 gp), Black Pearl (500 gp), Silver Pearl (60 gp); Arcane
Scroll (Unseen Servant (25 gp), Invisibility (150 gp)) (total 175 gp), Arcane Scroll (Magic
Weapon (25 gp), Invisibility (150 gp), Owl's Wisdom (150 gp)) (total 325 gp), Potion of
Cure Light Wounds (50 gp), Wand of Detect Secret Doors (39 of 50 charges)
(inscription provides clue to function) (585 gp); hoard total 4115 gp

Room #572 West Entry Archway


→   Leads to room #563

Empty  

Room #573 East Entry #1 Archway


→   Leads to room #559

East Entry #2 Archway


→   Leads to room #583

South Entry Archway


→   Leads to room #593

Empty  

Room #574 North Entry Archway


→   Leads to room #552, inhabited by 9 x Troglodyte and 3 x Monitor Lizard

West Entry Archway


→   Leads to room #583

East Entry Archway


→   Leads to room #575, inhabited by 7 x Grick

Room Features A large kiln and coal bin sit in the south side of the room, and the sound of horns fills the
room

Monster 13 x Rust Monster

Rust monster: CR 3; Medium aberration; HD 5d8+5; hp 27; Init +3; Spd 40 ft. (8
squares); AC 18 (+3 dex, +5 natural), touch 13, flat-footed 15; Base Atk +3; Grp +3; Atk +3
melee (rust, antennae touch); Full Atk +3 melee (rust, antennae touch) and -2 melee
(1d3, bite); Space/Reach 5 ft./5 ft.; SA Rust; SQ Darkvision, scent; AL N; SV Fort +2, Ref
+4, Will +5; Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills and Feats: Listen +7, Spot +7; Alertness, Track

Room #575 North Entry Archway

West Entry Archway


→   Leads to room #574, inhabited by 13 x Rust Monster

East Entry Archway


→   Leads to room #584

Monster 7 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track
Treasure: Smoky Quartz (30 gp), Turquoise (8 gp); Arcane Scroll (Cure Light Wounds (50
gp), Cat's Grace (150 gp), See Invisibility (150 gp)) (total 350 gp), Potion of Mage Armor
(50 gp); hoard total 438 gp

Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 20, break DC 15;
hard 5, 10 hp)

1600 gp; hoard total 1600 gp

Room #576 West Entry Archway

East Entry Archway


→   Leads to room #571, inhabited by 4 x Phasm

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28/08/2023, 13:40 torre de menagem; Gerador de Masmorras Aleatórias d20

South Entry Archway


→   Leads to room #595

Monster 1 x Fire Giant

Fire giant: CR 10; Large giant (fire); HD 15d8+75; hp 142; Init -1; Spd 30 ft. in half-plate
armor (6 squares); base speed 40 ft.; AC 23 (-1 size, -1 dex, +8 natural, +7 half-plate
armor), touch 8, flat-footed 23; Base Atk +11; Grp +25; Atk +20 melee (3d6+15,
greatsword) or +20 melee (1d4+10, slam) or +10 ranged (2d6+10 plus 2d6 fire, rock); Full
Atk +20 /+15/+10 melee (3d6+15, greatsword) or +20 melee (1d4+10, 2 slams) or +10
ranged (2d6+10 plus 2d6 fire, rock); Space/Reach 10 ft./10 ft.; SA Rock throwing; SQ
Immunity to fire, low-light vision, rock catching, vulnerability to cold; AL LE; SV Fort +14,
Ref +4, Will +9; Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills and Feats: Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14; Cleave,
Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Treasure: 1300 gp; Agate Orb inlaid with Ornate Gold Scrollwork (800 gp), Electrum
Tankard engraved with Draconic Scales (600 gp), Porcelain Salt Cellar gilded and painted
with a Distinguished Coat of Arms (600 gp), Velvet Mantle trimmed with Squirrel Fur
(1200 gp); hoard total 4500 gp

Room #577 North Entry Archway

Room Features A narrow shaft descends from the room into a plundered tomb below, and a round table
and small table sit in the south-west corner of the room

Room #578 West Entry #1 Archway


→   Leads to room #565

West Entry #2 Archway


→   Leads to room #597, inhabited by 4 x Flesh Golem

East Entry Archway


→   Leads to room #579, inhabited by 2 x Succubus

South Entry Archway


→   Leads to room #607

Monster 5 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 1400 gp; Bloodstone (20 gp), Bloodstone (50 gp); Potion of Fly (750 gp);
hoard total 2220 gp

Room #579 North Entry Archway


→   Leads to room #556, inhabited by 4 x Drider

West Entry Archway


→   Leads to room #578, inhabited by 5 x Succubus

East Entry Archway


→   Leads to room #580

South Entry Archway


→   Leads to room #598

Room Features Someone has scrawled "Nathye fell here, his sword sundered" on the south wall, and
several shattered weapons are scattered throughout the room

Monster 2 x Succubus (demon)

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Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 1300 gp; Cloak of Resistance (+4) (16000 gp); hoard total 17300 gp

Room #580 North Entry Archway


→   Leads to room #566

West Entry Archway


→   Leads to room #579, inhabited by 2 x Succubus

East Entry Archway


→   Leads to room #590

South Entry Archway


→   Leads to room #599, inhabited by 4 x Drider

Room Features A tile mosaic of arcane patterns covers the floor, and several pieces of rotting wood are
scattered throughout the room

Room #581 North Entry Archway


→   Leads to room #557, inhabited by 14 x Wight

West Entry Archway


→   Leads to room #567

East Entry Archway


→   Leads to room #591, inhabited by 5 x Troll

Room Features A tile labyrinth covers the floor, and someone has scrawled "Umral has no beard" in
dwarvish runes on the east wall

Room #582 North Entry Archway


→   Leads to room #569, inhabited by 8 x Wererat and 14 x Dire Rat

West Entry #1 Archway


→   Leads to room #568

West Entry #2 Archway


→   Leads to room #591, inhabited by 5 x Troll

South Entry Archway


→   Leads to room #610, inhabited by 3 x Hill Giant

Room Features Burning torches in iron sconces line the south and west walls, and someone has
scrawled "The silver dragon is not a dragon" on the south wall

Room #583 West Entry Archway


→   Leads to room #573

East Entry Archway


→   Leads to room #574, inhabited by 13 x Rust Monster

South Entry Archway


→   Leads to room #600, inhabited by 2 x Succubus

Room Features Someone has scrawled a baleful symbol on the south wall, and a broken wooden chest
lies in the south-east corner of the room

Room #584 North Entry Archway

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→   Leads to room #560, inhabited by 3 x Drider

West Entry #1 Archway


→   Leads to room #575, inhabited by 7 x Grick

West Entry #2 Archway


→   Leads to room #603

East Entry Archway


→   Leads to room #594, inhabited by 11 x Grick

South Entry Archway

Room Features Part of the ceiling has collapsed into the room, and someone has scrawled "one, ten,
seven" on the west wall

Room #585 West Entry Archway


→   Leads to room #604

East Entry Archway


→   Leads to room #605, inhabited by 5 x Cloaker

Room Features A stone stair ascends towards the north wall, and a forge and anvil sit in the south-east
corner of the room

Monster 2 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #586 North Entry Archway


→   Leads to room #563

East Entry Archway


→   Leads to room #587, inhabited by 12 x Shadow

South Entry Archway

→   Leads to room #605, inhabited by 5 x Cloaker

Monster 2 x Black Pudding (ooze)

Black pudding: CR 7; Huge ooze; HD 10d10+60; hp 115; Init -5; Spd 20 ft. (4 squares),
climb 20 ft.; AC 3 (-2 size, -5 dex), touch 3, flat-footed 3; Base Atk +7; Grp +18; Atk +8
melee (2d6+4 plus 2d6 acid, slam); Full Atk +8 melee (2d6+4 plus 2d6 acid, slam);
Space/Reach 15 ft./10 ft.; SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ
Blindsight 60 ft., split, ooze traits; AL N; SV Fort +9, Ref -2, Will -2; Str 17, Dex 1, Con 22,
Int -, Wis 1, Cha 1
Skills and Feats: Climb +11; -

Room #587 West Entry Archway


→   Leads to room #586, inhabited by 2 x Black Pudding

East Entry Archway


→   Leads to room #588, inhabited by 5 x Spectre

South Entry Archway


→   Leads to room #606, inhabited by 3 x Drider

Monster 12 x Shadow

Shadow: CR 3; Medium undead (incorporeal); HD 3d12; hp 19; Init +2; Spd Fly 40 ft.
(good) (8 squares); AC 13 (+2 dex, +1 deflection), touch 13, flat-footed 11; Base Atk +1;
Grp -; Atk +3 melee (1d6 Str, incorporeal touch); Full Atk +3 melee (1d6 Str, incorporeal
touch); Space/Reach 5 ft./5 ft.; SA Create spawn, strength damage; SQ Darkvision 60 ft.,
incorporeal traits, +2 turn resistance, undead traits; AL CE; SV Fort +1, Ref +3, Will +4;
Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13
Skills and Feats: Hide +8*, Listen +7, Search +4, Spot +7; Alertness, Dodge

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Room #588 North Entry Archway


→   Leads to room #564, inhabited by 9 x Doppelganger

West Entry #1 Archway


→   Leads to room #587, inhabited by 12 x Shadow

West Entry #2 Archway

→   Leads to room #606, inhabited by 3 x Drider

East Entry Archway


→   Leads to room #589, inhabited by 1 x Clay Golem

Monster 5 x Spectre

Spectre: CR 7; Medium undead (incorporeal); HD 7d12; hp 45; Init +7; Spd 40 ft. (8
squares), fly 80 ft. (perfect); AC 15 (+3 dex, +2 deflection), touch 15, flat-footed 13; Base
Atk +3; Grp -; Atk +6 melee (1d8 plus energy drain, incorporeal touch); Full Atk +6 melee
(1d8 plus energy drain, incorporeal touch); Space/Reach 5 ft./5 ft.; SA Energy drain,
create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight
powerlessness, undead traits, unnatural aura; AL LE; SV Fort +2, Ref +5, Will +7; Str -,
Dex 16, Con -, Int 14, Wis 14, Cha 15
Skills and Feats: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search
+12, Spot +14, Survival +2 (+4 following tracks); Alertness, Blind-Fight, Improved
Initiative

Room #589 North Entry Archway


→   Leads to room #565

West Entry Archway


→   Leads to room #588, inhabited by 5 x Spectre

South Entry Archway

Room Features A tile labyrinth covers the floor, and a foul odor fills the room

Monster 1 x Clay Golem

Clay golem: CR 10; Large construct; HD 11d10+30; hp 90; Init -1; Spd 20 ft. (4 squares);
AC 22 (-1 size, -1 dex, +14 natural), touch 8, flat-footed 22; Base Atk +8; Grp +19; Atk +14
melee (2d10+7 plus cursed wound, slam); Full Atk +14 melee (2d10+7 plus cursed
wound, 2 slams); Space/Reach 10 ft./10 ft.; SA Berserk, cursed wound; SQ Construct
traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 25, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #590 West Entry #1 Archway


→   Leads to room #580

West Entry #2 Archway


→   Leads to room #599, inhabited by 4 x Drider

South Entry Archway


→   Leads to room #608

Room Features The scent of ozone fills the north-east corner of the room, and a pile of wax blobs lies in
the north-west corner of the room

Room #591 West Entry #1 Archway


→   Leads to room #581

West Entry #2 Archway


→   Leads to room #609, inhabited by 9 x Wight

East Entry #1 Archway


→   Leads to room #582

East Entry #2 Archway


→   Leads to room #610, inhabited by 3 x Hill Giant

Monster 5 x Troll

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Troll: CR 5; Large giant; HD 6d8+36; hp 63; Init +2; Spd 30 ft. (6 squares); AC 16 (-1 size,
+2 dex, +5 natural), touch 11, flat-footed 14; Base Atk +4; Grp +14; Atk +9 melee (1d6+6,
claw); Full Atk +9 melee (1d6+6, 2 claws) and +4 melee (1d6+3, bite); Space/Reach 10
ft./10 ft.; SA Rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent;
AL CE; SV Fort +11, Ref +4, Will +3; Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills and Feats: Listen +5, Spot +6; Alertness, Iron Will, Track
Treasure: Malachite Idol (of a Nature Goddess) adorned with Silver (500 gp); hoard total
500 gp

Room #592 North Entry Archway

West Entry Archway

East Entry Archway


→   Leads to room #593

Monster 1 x Colossal Monstrous Centipede (vermin)

Colossal monstrous centipede: CR 9; Colossal vermin; HD 24d8+24; hp 132; Init +1; Spd
40 ft. (8 squares), climb 40 ft.; AC 20 (-8 size, +2 dex, +16 natural), touch 4, flat-footed
18; Base Atk +18; Grp +42; Atk +18 melee (4d6+12 plus poison, bite); Full Atk +18 melee
(4d6+12 plus poison, bite); Space/Reach 30 ft./20 ft.; SA Poison; SQ Darkvision 60 ft.,
vermin traits; AL N; SV Fort +15, Ref +9, Will +8; Str 27, Dex 13, Con 12, Int -, Wis 10, Cha
2
Skills and Feats: Climb +16, Hide -7, Spot +4; -

Room #593 North Entry Archway


→   Leads to room #573

West Entry Archway


→   Leads to room #592, inhabited by 1 x Colossal Monstrous Centipede

East Entry Archway


→   Leads to room #600, inhabited by 2 x Succubus

Room Features A group of monstrous faces have been carved into the east wall, and someone has
scrawled "Death comes on silent wings" in draconic script on the east wall

Room #594 West Entry Archway


→   Leads to room #584

East Entry Archway


→   Leads to room #595

Room Features A wooden ladder rests against the west wall, and several pieces of torn paper are
scattered throughout the room

Monster 11 x Grick

Grick: CR 3; Medium aberration; HD 2d8; hp 9; Init +2; Spd 30 ft. (6 squares), climb 20
ft.; AC 16 (+2 dex, +4 natural), touch 12, flat-footed 14; Base Atk +1; Grp +3; Atk +3 melee
(1d4+2, tentacle); Full Atk +3 melee (1d4+2, 4 tentacles) and -2 melee (1d3+1, bite);
Space/Reach 5 ft./5 ft.; SA -; SQ Damage reduction 10/magic, darkvision 60 ft., scent; AL
N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills and Feats: Climb +10, Hide +3*, Listen +6, Spot +6; Alertness, Track
Treasure: Alexandrite (500 gp), Azurite (10 gp), Black Pearl (400 gp), Black Pearl (500
gp), Jade (90 gp), Turquoise (8 gp); hoard total 1508 gp

Room #595 North Entry Archway


→   Leads to room #576, inhabited by 1 x Fire Giant

West Entry Archway


→   Leads to room #594, inhabited by 11 x Grick

East Entry Archway


→   Leads to room #596

South Entry #1 Archway

South Entry #2 Archway

Empty  

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Room #596 North Entry Archway


→   Leads to room #571, inhabited by 4 x Phasm

West Entry Archway


→   Leads to room #595

East Entry Archway

→   Leads to room #604

Room Features Someone has scrawled an incomplete drawing of a dragon on the east wall, and a warped
door lies in the south-east corner of the room

Trap Thunder Turret: CR 11; magic device; proximity trigger (alarm); duration 4 rounds; no
reset; thunder blast (12d6 sonic damage, DC 14 Fort save for half damage); multiple
targets (all targets in a 20 ft. cone); Search DC 24; Disable Device DC 28

Room #597 West Entry Archway

East Entry Archway


→   Leads to room #578, inhabited by 5 x Succubus

South Entry Archway

Monster 4 x Flesh Golem

Flesh golem: CR 7; Large construct; HD 9d10+30; hp 79; Init -1; Spd 30 ft. (6 squares);
AC 18 (-1 size, -1 dex, +10 natural), touch 8, flat-footed 18; Base Atk +6; Grp +15; Atk +10
melee (2d8+5, slam); Full Atk +10 melee (2d8+5, 2 slams); Space/Reach 10 ft./10 ft.; SA
Berserk; SQ Construct traits, damage reduction 5/adamantine, darkvision 60 ft.,
immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con
-, Int -, Wis 11, Cha 1
Skills and Feats: -; -

Room #598 North Entry Archway


→   Leads to room #579, inhabited by 2 x Succubus

West Entry Archway


→   Leads to room #607

Room Features Spirals of red stones cover the floor, and knocking can be heard in the east side of the
room

Room #599 North Entry Archway


→   Leads to room #580

East Entry Archway


→   Leads to room #590

South Entry #1 Archway

South Entry #2 Archway

Monster 4 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 5000 gp; 2 x Alexandrite (400 gp), Black Star Sapphire (900 gp), Coral (70
gp), Emerald (1200 gp), Jacinth (6000 gp), Jade (90 gp), Tourmaline (70 gp), Turquoise
(11 gp); Arcane Scroll (Magic Aura (25 gp), Levitate (150 gp)) (total 175 gp), Heavy Steel
Shield (Medium) (+1 shield) (1170 gp), Potion of Remove Paralysis (300 gp); hoard total
15786 gp

Room #600 North Entry Archway

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→   Leads to room #583

West Entry Archway


→   Leads to room #593

East Entry Archway


→   Leads to room #601, inhabited by 4 x Dire Bear

Room Features A narrow ledge runs along the south and west walls, and a carved stone statue stands in
the center of the room

Monster 2 x Succubus (demon)

Succubus: CR 7; Medium outsider (chaotic, extraplanar, evil); HD 6d8+6; hp 33; Init +1;
Spd 30 ft. (6 squares), fly 50 ft. (average); AC 20 (+1 dex, +9 natural), touch 11, flat-
footed 19; Base Atk +6; Grp +7; Atk +7 melee (1d6+1, claw); Full Atk +7 melee (1d6+1, 2
claws); Space/Reach 5 ft./5 ft.; SA Energy drain, spell-like abilities, summon demon; SQ
Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and
poison, acid resistance 10, cold resistance 10, fire resistance 10, spell resistance 18,
telepathy 100 ft., tongues; AL CE; SV Fort +6, Ref +6, Will +7; Str 13, Dex 13, Con 13, Int
16, Wis 14, Cha 26
Skills and Feats: Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19
acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen
+19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope
+1 (+3 with bindings); Dodge, Mobility, Persuasive
Treasure: 900 gp; Arcane Scroll (Burning Hands (25 gp), Magic Missile (25 gp), Remove
Fear (50 gp)) (total 100 gp); hoard total 1000 gp

Room #601 West Entry Archway


→   Leads to room #600, inhabited by 2 x Succubus

East Entry Archway

→   Leads to room #602

Room Features Someone has scrawled "Don't sleep" in goblin runes on the west wall, and a thumping
sound fills the room

Monster 4 x Dire Bear

Dire bear: CR 7; Large animal; HD 12d8+51; hp 105; Init +1; Spd 40 ft. (8 squares); AC 17
(-1 size, +1 dex, +7 natural), touch 10, flat-footed 16; Base Atk +9; Grp +23; Atk +19 melee
(2d4+10, claw); Full Atk +19 melee (2d4+10, 2 claws) and +13 melee (2d8+5, bite);
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Low-light vision, scent; AL N; SV Fort +12,
Ref +9, Will +9; Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +10, Spot +10, Swim +13; Alertness, Endurance, Run, Toughness,
Weapon Focus (claw)

Room #602 West Entry Archway


→   Leads to room #601, inhabited by 4 x Dire Bear

East Entry Archway


→   Leads to room #603

Room Features A carved stone statue stands in the south-east corner of the room, and mysterious levers
and mechanisms cover the north and south walls

Trap Flamethrower Turret: CR 12; magic device; visual trigger (arcane eye); duration 4 rounds;
no reset; flame blast (11d6 fire damage, DC 16 Reflex save for half damage); multiple
targets (all targets in a 20 ft. cone); Search DC 26; Disable Device DC 24

Room #603 West Entry Archway


→   Leads to room #602

East Entry #1 Archway


→   Leads to room #584

East Entry #2 Archway

South Entry Archway

Empty  

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Room #604 West Entry #1 Archway


→   Leads to room #596

West Entry #2 Archway

East Entry Archway


→   Leads to room #585, inhabited by 2 x Dire Bear

Room Features A tile labyrinth covers the floor, and ghostly music can be heard in the south-west corner
of the room

Hidden Treasure Hidden (Search DC 20) Locked Strong Wooden Chest (Open Lock DC 20, break DC 25;
hard 5, 20 hp)

3000 sp; Wand of Fireball (6th) (40 of 50 charges) (design provides clue to function)
(10800 gp); hoard total 11100 gp

Room #605 North Entry Archway


→   Leads to room #586, inhabited by 2 x Black Pudding

West Entry Archway


→   Leads to room #585, inhabited by 2 x Dire Bear

East Entry Archway

→   Leads to room #606, inhabited by 3 x Drider

Room Features A cube of solid stone stands in the west side of the room, and the floor is covered with
rotting straw

Monster 5 x Cloaker

Cloaker: CR 5; Large aberration; HD 6d8+18; hp 45; Init +7; Spd 10 ft. (2 squares), fly 40
ft. (average); AC 19 (-1 size, +3 dex, +7 natural), touch 12, flat-footed 16; Base Atk +4; Grp
+13; Atk +8 melee (1d6+5, tail slap); Full Atk +8 melee (1d6+5, tail slap) and +3 melee
(1d4+2, bite); Space/Reach 10 ft./10 ft. (5 ft. with bite); SA Moan, engulf; SQ Darkvision
60 ft., shadow shift; AL CN; SV Fort +5, Ref +5, Will +7; Str 21, Dex 16, Con 17, Int 14, Wis
15, Cha 15
Skills and Feats: Hide +8, Listen +13, Move Silently +12, Spot +13; Alertness, Combat
Reflexes, Improved Initiative
Treasure: 1200 gp; hoard total 1200 gp

Room #606 North Entry Archway


→   Leads to room #587, inhabited by 12 x Shadow

West Entry Archway

→   Leads to room #605, inhabited by 5 x Cloaker

East Entry #1 Archway


→   Leads to room #588, inhabited by 5 x Spectre

East Entry #2 Archway

Room Features A narrow shaft descends from the room into a natural cavern below, and someone has
scrawled "When east becomes west and the Seal of Jade fails, the Orb of Shadow and
Flame shall be lost" on the south wall

Monster 3 x Drider

Drider: CR 7; Large aberration; HD 6d8+18; hp 45; Init +2; Spd 30 ft. (6 squares), climb
15 ft.; AC 17 (-1 size, +2 dex, +6 natural), touch 11, flat-footed 15; Base Atk +4; Grp +10;
Atk +5 melee (1d6+2/19-20, dagger) or +6 melee (1d4+1 plus poison, bite) or +5 ranged
(1d8/x3, shortbow); Full Atk +3 melee (1d6+2/19-20, 1d6+1/19-20, 2 daggers) and +1
melee (1d4+1 plus poison, bite) or +5 ranged (1d8/x3, shortbow); Space/Reach 10 ft./5
ft.; SA Spells, spell-like abilities, poison; SQ Darkvision 60 ft., spell resistance 17; AL CE;
SV Fort +5, Ref +4, Will +8; Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills and Feats: Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12,
Spot +9; Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Treasure: 280 pp; Aquamarine (600 gp); hoard total 3400 gp

Room #607 North Entry Archway


→   Leads to room #578, inhabited by 5 x Succubus

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East Entry #1 Archway


→   Leads to room #598

East Entry #2 Archway

Hidden Treasure Hidden (Search DC 20) Locked Good Wooden Chest (Open Lock DC 30, break DC 18;
hard 5, 15 hp)

None

Room #608 North Entry Archway


→   Leads to room #590

West Entry Archway

East Entry Archway


→   Leads to room #609, inhabited by 9 x Wight

Room Features Several headless statues are scattered throughout the room, and a pile of rotting wood
lies in the south side of the room

Room #609 West Entry Archway


→   Leads to room #608

East Entry #1 Archway


→   Leads to room #591, inhabited by 5 x Troll

East Entry #2 Archway

Monster 9 x Wight

Wight: CR 3; Medium undead; HD 4d12; hp 26; Init +1; Spd 30 ft. (6 squares); AC 15 (+1
dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +3; Atk +3 melee (1d4+1 plus
energy drain, slam); Full Atk +3 melee (1d4+1 plus energy drain, slam); Space/Reach 5
ft./5 ft.; SA Create spawn, energy drain; SQ Darkvision 60 ft., undead traits; AL LE; SV
Fort +1, Ref +2, Will +5; Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Skills and Feats: Hide +8, Listen +7, Move Silently +16, Spot +7; Alertness, Blind-Fight

Room #610 North Entry Archway


→   Leads to room #582

West Entry #1 Archway


→   Leads to room #591, inhabited by 5 x Troll

West Entry #2 Archway

Room Features A shallow pit lies in the south side of the room, and a creaking sound can be heard in the
south-east corner of the room

Monster 3 x Hill Giant

Hill giant: CR 7; Large giant; HD 12d8+48; hp 102; Init -1; Spd 30 ft. in hide armor (6
squares); base speed 40 ft.; AC 20 (-1 size, -1 dex, +9 natural, +3 hide armor), touch 8,
flat-footed 20; Base Atk +9; Grp +20; Atk +16 melee (2d8+10, greatclub) or +15 melee
(1d4+7, slam) or +8 ranged (2d6+7, rock); Full Atk +16 /+11 melee (2d8+10, greatclub) or
+15 melee (1d4+7, 2 slams) or +8 ranged (2d6+7, rock); Space/Reach 10 ft./10 ft.; SA Rock
throwing; SQ Low-light vision, rock catching; AL CE; SV Fort +12, Ref +3, Will +4; Str 25,
Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills and Feats: Climb +7, Jump +7, Listen +3, Spot +6; Cleave, Improved Bull Rush,
Improved Sunder, Power Attack, Weapon Focus (greatclub)
Tesouro: 12.000 sp; Pergaminho Arcano (Disco Flutuante (25 gp)) (total de 25 gp),
Pergaminho Arcano (Invocar Monstro I (25 gp)) (total de 25 gp), Poção de Desfoque
(300 gp), Poção de Resistência ao Frio (10) (300 GP); acumular total de 1850 po

código Copyright © 2009-2022 drow

Algum conteúdo usado sob a licença Open Gaming

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