Professional Documents
Culture Documents
donjon
Level 9
Temperature Average
https://donjon.bin.sh/d20/dungeon/ 1/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
+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
u A narrow shaft descends from the corridor into a natural cavern below
Room #1 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #18
West Entry #3 Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ 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
East Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #4
Empty
South Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #3, inhabited by 1 x Drider and 11 x Medium Monstrous Spider
Room Features The floor is covered in square tiles, alternating white and black, and someone has
scrawled "Death comes on silent wings" in draconic script on the north wall
Monster 1 x Delver
Delver: CR 9; Huge aberration; HD 15d8+78; hp 145; Init +5; Spd 30 ft. (6 squares),
burrow 10 ft.; AC 24 (-2 size, +1 dex, +15 natural), touch 9, flat-footed 23; Base Atk +11;
Grp +27; Atk +17 melee (1d6+8 plus 2d6 acid, slam); Full Atk +17 melee (1d6+8 plus 2d6
acid, 2 slams); Space/Reach 15 ft./10 ft.; SA Corrosive slime; SQ Darkvision 60 ft.,
immunity to acid, stone shape, tremorsense 60 ft.; AL N; SV Fort +12, Ref +6, Will +11;
Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
https://donjon.bin.sh/d20/dungeon/ 2/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Skills and Feats: Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20,
Move Silently +17, Spot +20, Survival +14 (+16 underground); Alertness, Blind-Fight,
Great Fortitude, Improved Initiative, Power Attack, Toughness
Room #3 North Entry Locked Stone Door (Open Lock DC 20, break DC 28; hard 8, 60 hp)
→ Leads to room #2, inhabited by 1 x Delver
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: 20000 sp; Darkwood Shield (+4, Arrow cathing, Blinding) (Medium), Oil of
Magic Weapon (50 gp)(Completely different effect curse), Ring of Arcne Might(LE, Int:
19, Cha: 19, Wis:10, Speech,Telepahty, Languages(Netheril, Thorash, Latin, Draconic, Infernal,
Abysal); hoard total 6307 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: 50 gp;
Onyx Cup inlaid with a Filigree of Gold (300 gp),
Steel Bracer etched
with Arcane Runes (400 gp);
hoard total 750 gp
Room #4 West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #1
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #5
Empty
Room #5 North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #4
Room Features Various torture devices are scattered throughout the room, and the floor is covered with
humanoid bones
Room #6 West Entry Trapped and Stuck Simple Wooden Door (break DC 13; 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
Empty
Room #7 North Entry Trapped and Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
Ⓣ Falling Block: CR 11; mechanical;
location trigger; no reset;
Atk +16 melee (12d6);
multiple targets (all targets in a 10 ft. square area);
Search DC 26; Disable Device DC 24
West Entry Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #14
Room Features A magical statue in the west side of the room answers questions with lies and
falsehoods, and lit candles are scattered across the floor
https://donjon.bin.sh/d20/dungeon/ 3/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
North Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
Room #8
→ Leads to room #52
South Entry Locked Strong Wooden Door (Open Lock DC 25, break DC 25; hard 5, 20 hp)
Room Features A wooden platform hangs over a deep pit in the center of the room, and a stone
sarcophagus sits in the south-west corner of the room
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 #9 South Entry Trapped Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
Ⓣ Magic Missle Trap: CR 8; magic device;
proximity trigger (alarm); no reset;
magic
missile (4d6 force damage); never miss;
Search DC 24; Disable Device DC 22
Empty
Room #10 East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
East Entry #2 Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 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
Room Features A simple wooden table and simple cabinet sit in the south-east corner of the room, and
someone has scrawled a diagram of a mechanical trap on the north wall
Huge monstrous centipede: CR 2; Huge vermin; HD 6d8+6; hp 33; Init +2; Spd 40 ft. (8
squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural), touch 10, flat-footed 14; Base
Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison, bite); Full Atk +5 melee (2d6+4 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits;
AL N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +2, Spot +4; -
Room #11 West Entry Stuck Iron Door (break DC 28; hard 10, 60 hp)
South Entry Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10 hp)
Spirit naga: CR 9; Large aberration; HD 9d8+36; hp 76; Init +1; Spd 40 ft. (8 squares);
AC 16 (-1 size, +1 dex, +6 natural), touch 10, flat-footed 15; Base Atk +6; Grp +14; Atk +9
melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Charming gaze, poison, spells; SQ Darkvision 60 ft.; AL CE;
SV Fort +7, Ref +6, Will +9; Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17
Skills and Feats: Concentration +13, Listen +14, Spellcraft +10, Spot +14; Ability Focus
(charming gaze), Alertness, Combat Casting, Eschew Materials, Lightning Reflexes
Treasure: 1400 gp;
Tourmaline (120 gp);
Divine Scroll (Delay Poison (150 gp), Hold
Person (150 gp)) (total 300 gp);
hoard total 1820 gp
Room #12 West Entry Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Ⓣ 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
Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares);
AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6
melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite);
Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #13 East Entry Trapped and Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
https://donjon.bin.sh/d20/dungeon/ 4/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Ⓣ One-way Door: CR 11; mechanical;
Search DC 24; Disable Device DC 24
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (magically reinforced, +10 to
break DC)
Room Features Someone has scrawled "Lightning comes before thunder" on the east wall, and a rusted
chain lies in the east 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: 1100 gp; Greatsword (Medium) (+3 weapon) (2350 gp); hoard total 3450 gp
Room #14 East Entry #1 Secret (Search DC 20) Locked Simple Wooden Door (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
Ⓢ The door is concealed within the mouth of a gargantuan skull carved from stone
→ Leads to room #7
East Entry #2 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device;
proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31
→ Leads to room #54, inhabited by 5 x Xill
Hidden Treasure Hidden (Search DC 25) Locked Simple Wooden Chest (Open Lock DC 30, break DC 15;
hard 5, 10 hp)
130 pp;
Freshwater Pearl (7 gp),
Golden Yellow Topaz (400 gp),
Sardonyx (70 gp);
Shuriken (Small) (+1 weapon) (design provides clue to function) (Completely different
effect curse) (2301 gp);
hoard total 4078 gp
Room #15 North Entry #1 Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #63, inhabited by 4 x Rast
Room Features Several alcoves are cut into the north and south walls, and the ceiling is covered with
cracks
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: 180 pp;
hoard total 1800 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
https://donjon.bin.sh/d20/dungeon/ 5/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Skills and Feats: Climb +11, Hide +7*, Jump +0*, Spot +4*; Weapon Finesse
Treasure: 30 gp;
hoard total 30 gp
Room #16 East Entry #1 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #41, inhabited by 6 x Minotaur
Monster 3 x Will-o'-Wisp
Will-o'-Wisp: CR 6; Small aberration (air); HD 9d8; hp 40; Init +13; Spd Fly 50 ft.
(perfect) (10 squares); AC 29 (+1 size, +9 dex, +9 deflection), touch 29, flat-footed 20;
Base Atk +6; Grp -3; Atk +16 melee (2d8 electricity, shock); Full Atk +16 melee (2d8
electricity, shock); Space/Reach 5 ft./5 ft.; SA -; SQ Darkvision 60 ft., immunity to
magic, natural invisibility; AL CE; SV Fort +3, Ref +12, Will +9; Str 1, Dex 29, Con 10, Int
15, Wis 16, Cha 12
Skills and Feats: Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen
+17, Search +14, Spot +17, Survival +3 (+5 following tracks); Alertness, Blind-Fight,
Dodge, Improved Initiative, Weapon Finesse
Treasure: 6000 cp;
hoard total 60 gp
Room #17 West Entry Secret (Search DC 20) Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
Room Features A swarm of crawling insects covers the floor, and a pile of spoiled meat lies in the south-
east corner of the room
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: 80 pp;
Deep Blue Spinel (800 gp);
Potion of Hide from Undead (50 gp);
hoard total 1650 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: 80 gp;
hoard total 80 gp
Room #18 North Entry Secret (Search DC 25) Unlocked Stone Door (hard 8, 60 hp) (slides up, +2 to break DC)
Ⓢ A bookcase and section of wall pivots smoothly
West Entry Locked Simple Wooden Door (Open Lock DC 25, break DC 15; hard 5, 10 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #1
Empty
Room #19 North Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
Room Features The floor is covered in perfect hexagonal tiles, and a hole has been blasted into the west
wall
Monster 2 x Owlbear
Owlbear: CR 4; Large magical beast; HD 5d10+25; hp 52; Init +1; Spd 30 ft. (6 squares);
AC 15 (-1 size, +1 dex, +5 natural), touch 10, flat-footed 14; Base Atk +5; Grp +14; Atk +9
melee (1d6+5, claw); Full Atk +9 melee (1d6+5, 2 claws) and +4 melee (1d8+2, bite);
https://donjon.bin.sh/d20/dungeon/ 6/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Space/Reach 10 ft./5 ft.; SA Improved grab; SQ Scent; AL N; SV Fort +9, Ref +5, Will +2;
Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills and Feats: Listen +8, Spot +8; Alertness, Track
Hidden Treasure Hidden (Search DC 25) Locked Iron Chest (Open Lock DC 30, break DC 28; hard 10, 60
hp)
1700 gp;
Bloodstone (30 gp),
Coral (120 gp),
Lapis Lazuli (9 gp),
White Pearl (140 gp);
hoard total 1999 gp
Room #20 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
→ Leads to room #15, inhabited by 1 x Drider and 13 x Medium Monstrous Spider
West Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #65
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Spirit naga: CR 9; Large aberration; HD 9d8+36; hp 76; Init +1; Spd 40 ft. (8 squares);
AC 16 (-1 size, +1 dex, +6 natural), touch 10, flat-footed 15; Base Atk +6; Grp +14; Atk +9
melee (2d6+6 plus poison, bite); Full Atk +9 melee (2d6+6 plus poison, bite);
Space/Reach 10 ft./5 ft.; SA Charming gaze, poison, spells; SQ Darkvision 60 ft.; AL CE;
SV Fort +7, Ref +6, Will +9; Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17
Skills and Feats: Concentration +13, Listen +14, Spellcraft +10, Spot +14; Ability Focus
(charming gaze), Alertness, Combat Casting, Eschew Materials, Lightning Reflexes
Treasure: 110 pp;
Azurite (12 gp),
Chalcedony (60 gp),
Onyx (40 gp),
Rose Quartz (30
gp),
White Pearl (100 gp);
hoard total 1342 gp
East Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #47, inhabited by 11 x Skum
East Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
Room #22 East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides up, +2 to break DC)
Room #23 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #17, inhabited by 1 x Drider and 12 x Medium Monstrous Spider
West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #31
East Entry #2 Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ 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
South Entry Trapped and Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device;
proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31
Room Features Part of the west wall has collapsed into the room, and a dagger hilt lies in the north-
west corner of the room
Room #24 West Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
https://donjon.bin.sh/d20/dungeon/ 7/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
East Entry Trapped and Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓣ Well-Camouflaged Pit Trap: CR 7; mechanical;
location trigger; repair reset;
DC 25
Reflex save avoids; 70 ft. deep (7d6, fall);
multiple targets (first target in each of two
adjacent 5 ft. squares);
Search DC 27; Disable Device DC 18
Monster 9 x Vargouille
Vargouille: CR 2; Small outsider (evil, extraplanar); HD 1d8+1; hp 5; Init +1; Spd Fly 30 ft.
(good) (6 squares); AC 12 (+1 size, +1 dex), touch 11, flat-footed 11; Base Atk +1; Grp -3;
Atk +3 melee (1d4 plus poison, bite); Full Atk +3 melee (1d4 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Shriek, kiss, poison; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills and Feats: Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5; Weapon
Finesse
Room #25 East Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #39, inhabited by 5 x Owlbear Skeleton
South Entry #1 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #43
South Entry #2 Stuck Iron Door (break DC 28; hard 10, 60 hp)
Empty
Room Features A sloped pit lined with iron spikes lies in the south side of the room, and a large kiln and
coal bin sit in the north-east corner of the room
Room #27 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
South Entry Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed within the mouth of a demonic face carved from stone
Room Features A magical mirror on the south wall speaks riddles and cryptic prophecies, and several
pieces of rotten fruit are scattered throughout the room
Room Features A group of monstrous faces have been carved into the east wall, and a pile of rotten fruit
lies in the north-west corner of the room
Room #29 East Entry Secret (Search DC 25) Locked Simple Wooden Door (Open Lock DC 40, break DC 15;
hard 5, 10 hp)
Ⓢ The door is located several feet above the floor and concealed behind a pile of
broken stone
Room Features A narrow shaft descends from the room into the next dungeon level down, and burning
torches in iron sconces line the walls
Room #30 West Entry #1 Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
West Entry #2 Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
→ Leads to room #51, inhabited by 18 x Huge Monstrous Centipede
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A foul odor fills the room, and a pile of spoiled meat lies in the north-west corner of the
room
Room #31 North Entry Trapped and Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓣ Acid Spray: CR 11; magic device;
proximity trigger (alarm); no reset;
acid spray (10d6
acid damage, DC 16 Reflex save for half damage);
Search DC 26; Disable Device DC 24
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #23
https://donjon.bin.sh/d20/dungeon/ 8/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Empty
Room #32 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Trapped Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Ⓣ 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 Features A tile labyrinth covers the floor, and a fountain of water sits against the east wall
Room #33 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp) (slides down, +1 to break DC)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #43
Room Features Someone has scrawled "Abandon all hope" in goblin runes on the south wall, and
dancing motes of light fill the south side of the room
Monster 10 x Howler
Howler: CR 3; Large outsider (chaotic, evil, extraplanar); HD 6d8+12; hp 39; Init +7; Spd
60 ft. (12 squares); AC 17 (-1 size, +3 dex, +5 natural), touch 12, flat-footed 14; Base Atk
+6; Grp +15; Atk +10 melee (2d8+5, bite); Full Atk +10 melee (2d8+5, bite) and +5 melee
(1d6+2, 1d4 quills); Space/Reach 10 ft./5 ft.; SA Quills, howl; SQ Darkvision 60 ft.; AL
CE; SV Fort +7, Ref +8, Will +7; Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills and Feats: Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13,
Survival +2 (+4 following tracks); Alertness, Combat Reflexes, Improved Initiative
Room #34 North Entry Trapped and Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓣ Thunderstone Mine: CR 9; magic device;
location trigger; no reset;
thunder blast
(7d6 sonic damage, DC 16 Fort save for half damage);
multiple targets (all targets in a 10
ft. radius burst);
Search DC 24; Disable Device DC 24
East Entry Locked Iron Door (Open Lock DC 30, break DC 28; hard 10, 60 hp)
Room Features A ladder ascends to a wooden platform in the west side of the room, and an altar of evil
sits in the south side of the room
Room #35 North Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
North Entry #2 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #66
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
Room #36 East Entry #1 Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset;
Atk +14 melee
(10d6/19-20);
Search DC 26; Disable Device DC 26
→ Leads to room #49, inhabited by 7 x Large Monstrous Centipede
Room Features A chute descends from the room into a natural cavern below, and someone has scrawled
"When the White Hart lies in blood and the moon is crowned, the Knights of Torment
shall fall" on the east wall
Room #37 West Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #48
East Entry #1 Secret (Search DC 30) Trapped and Stuck Good Wooden Door (break DC 18; hard 5, 15
hp)
Ⓢ The door is concealed behind a statue of a fearsome dragon, and opened by reaching
into its mouth
Ⓣ Acid Spray: CR 11; magic device;
visual trigger (arcane eye); no reset;
acid spray
(10d6 acid damage, DC 18 Reflex save for half damage);
Search DC 28; Disable Device
DC 28
East Entry #2
https://donjon.bin.sh/d20/dungeon/ 9/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ 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
Empty
Room #38 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
→ Leads to room #54, inhabited by 5 x Xill
East Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #45
Room Features Spirals of gray stones cover the floor, and numerous humanoid skulls are scattered
throughout the room
Room #39 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #50
West Entry #1 Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #64
West Entry #2 Secret (Search DC 20) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed by an illusion
→ Leads to room #25
Room Features A mouldy odor fills the south side of the room, and a pile of iron spikes lies in the south
side of the room
Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares);
AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6
melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite);
Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #40 East Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #67
South Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
Room Features A magical mirror on the south wall answers simple questions about the dungeon
(yes/no), and a warped door lies in the north-east corner of the room
Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares);
AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6
melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite);
Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #41 North Entry Unlocked Simple Wooden Door (hard 5, 10 hp)
West Entry #1 Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
Ⓢ The door is located above a small stone dais and concealed by an illusion
→ Leads to room #68
West Entry #2 Locked Strong Wooden Door (Open Lock DC 40, break DC 25; hard 5, 20 hp)
→ Leads to room #16, inhabited by 3 x Will-o'-Wisp
Room Features A group of monstrous faces have been carved into the south wall, and someone has
scrawled "This paladin is dead" on the east wall
Monster
https://donjon.bin.sh/d20/dungeon/ 10/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
6 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: 1400 gp;
Potion of Bear's Endurance (300 gp),
Potion of Blur (300 gp),
Potion of Shield of Faith (+3) (300 gp),
Wand of Levitate (48 of 50 charges) (4320 gp);
hoard total 6620 gp
Room #42 East Entry Trapped and Unlocked Iron Door (hard 10, 60 hp)
Ⓣ Rune of Confusion: CR 11; magic device;
proximity trigger (alarm); no reset;
confusion (confused for 1d4 rounds, DC 16 Will save negates);
multiple targets (all
targets in a 10 ft. radius burst);
Search DC 24; Disable Device DC 24
South Entry Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Ⓣ Well-Camouflaged Pit Trap: CR 8; mechanical;
location trigger; repair reset;
DC 20
Reflex save avoids; 100 ft. deep (10d6, fall);
Search DC 27; Disable Device DC 18
Room #43 North Entry #1 Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
→ Leads to room #33, inhabited by 10 x Howler
North Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #25
Room Features A metallic odor fills the room, and a dagger hilt lies in the east side of the room
Room #44 East Entry #1 Unlocked Simple Wooden Door (hard 5, 10 hp)
East Entry #2 Trapped and Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset;
Atk +12 melee
(11d6/19-20);
Search DC 24; Disable Device DC 26
Owlbear skeleton: CR 2; Large undead; HD 5d12; hp 32; Init +6; Spd 30 ft. (6 squares);
AC 13 (-1 size, +2 dex, +2 natural), touch 11, flat-footed 11; Base Atk +2; Grp +11; Atk +6
melee (1d6+5, claw); Full Atk +6 melee (1d6+5, 2 claws) and +1 melee (1d8+2, bite);
Space/Reach 10 ft./5 ft.; SA -; SQ Damage reduction 5/bludgeoning, darkvision 60 ft.,
immunity to cold, undead traits; AL NE; SV Fort +1, Ref +3, Will +4; Str 21, Dex 14, Con -,
Int -, Wis 10, Cha 1
Skills and Feats: ; Improved Initiative
Room #45 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp) (stuck, +2 to lift DC)
→ Leads to room #38
South Entry #1 Locked Good Wooden Door (Open Lock DC 30, break DC 18; hard 5, 15 hp)
South Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Empty
Room #46 North Entry Unlocked Strong Wooden Door (hard 5, 20 hp)
→ Leads to room #15, inhabited by 1 x Drider and 13 x Medium Monstrous Spider
Room Features A stream of acid flows along a channel in the floor, and a tile mosaic of ancient
mythology covers the floor
https://donjon.bin.sh/d20/dungeon/ 11/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
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 #47 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #21
East Entry Trapped and Locked Strong Wooden Door (Open Lock DC 20, 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
Room Features Spirals of red stones cover the floor, and several corpses are impaled upon iron spikes
on the ceiling
Monster 11 x Skum
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
East Entry Secret (Search DC 20) Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #37
Empty
West Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Guillotine Blade: CR 11; mechanical;
location trigger; manual reset;
Atk +14 melee
(10d6/19-20);
Search DC 26; Disable Device DC 26
→ Leads to room #36
Room Features A stream of acid flows along a channel in the floor, and several pieces of trash are
scattered throughout the room
Large monstrous centipede: CR 1; Large vermin; HD 3d8; hp 13; Init +2; Spd 40 ft. (8
squares), climb 40 ft.; AC 14 (-1 size, +2 dex, +3 natural), touch 11, flat-footed 12; Base
Atk +2; Grp +7; Atk +3 melee (1d8+1 plus poison, bite); Full Atk +3 melee (1d8+1 plus
poison, bite); Space/Reach 10 ft./5 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits; AL
N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2
Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse
Room #50 West Entry Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #64
East Entry Secret (Search DC 30) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ The door is concealed behind a pile of skulls
South Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
→ Leads to room #39, inhabited by 5 x Owlbear Skeleton
Room Features The floor is covered in perfect hexagonal tiles, and a rusted gauntlet lies in the north
side of the room
Room #51 West Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
East Entry Locked Good Wooden Door (Open Lock DC 40, break DC 18; hard 5, 15 hp)
https://donjon.bin.sh/d20/dungeon/ 12/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
→ Leads to room #30
Huge monstrous centipede: CR 2; Huge vermin; HD 6d8+6; hp 33; Init +2; Spd 40 ft. (8
squares), climb 40 ft.; AC 16 (-2 size, +2 dex, +6 natural), touch 10, flat-footed 14; Base
Atk +4; Grp +15; Atk +5 melee (2d6+4 plus poison, bite); Full Atk +5 melee (2d6+4 plus
poison, bite); Space/Reach 15 ft./10 ft.; SA Poison; SQ Darkvision 60 ft., vermin traits;
AL N; SV Fort +6, Ref +4, Will +2; Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2
Skills and Feats: Climb +11, Hide +2, Spot +4; -
South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (slides up, +2 to break DC)
→ Leads to room #8, inhabited by 1 x Colossal Monstrous Centipede
Room Features Someone has scrawled a large X on the west wall, and howling can be faintly heard near
the south wall
Room #53 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #60
Room Features A narrow pit covered by iron bars lies in the west side of the room, and a putrid odor fills
the room
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 #54 West Entry #1 Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Summon Monster VI Trap: CR 7; magic device;
proximity trigger (alarm); no reset;
spell effect (Summon Monster VI, 11th level wizard);
Search DC 31; Disable Device DC 31
→ Leads to room #14
West Entry #2 Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
South Entry #3 Secret (Search DC 20) Stuck Iron Door (break DC 28; hard 10, 60 hp)
Ⓢ The door is concealed within an upright sarcophagus
Room Features A forge and anvil sit in the east side of the room, and someone has scrawled "The
hammer is cursed" in dwarvish runes on the south wall
Monster 5 x Xill
Xill: CR 6; Medium outsider (extraplanar); HD 5d8+10; hp 32; Init +7; Spd 40 ft. (8
squares); AC 20 (+3 dex, +7 natural), touch 13, flat-footed 17; Base Atk +5; Grp +7; Atk +7
melee (1d6+2/19-20, short sword) or +7 melee (1d4+2, claw) or +8 ranged (1d8/x3,
longbow); Full Atk +5 melee (1d6+2/19-20, 1d6+1/19-20, 2 short swords) and +5 melee
(1d4+1, 2 claws) or +5 melee (1d4+2, 1d4+1, 4 claws) or +4 ranged (1d8/x3, 2 longbows);
Space/Reach 5 ft./5 ft.; SA Implant, improved grab, paralysis; SQ Darkvision 60 ft.,
planewalk, spell resistance 21; AL LE; SV Fort +6, Ref +7, Will +5; Str 15, Dex 16, Con 15,
Int 12, Wis 12, Cha 11
Skills and Feats: Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8,
Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5
with bindings); Improved Initiative, Multiattack, Multiweapon Fighting
Treasure: 1500 gp; Deep Green Spinel (140 gp), Jet (80 gp), Lapis Lazuli (10 gp); Arcane
Scroll (Skeletal Hands (150 gp)) (total 150 gp), Divine Scroll ( Regenerate Blood (25 gp))
(total 25 gp), Potion of Reduce Person (250 gp), Wand of Embalm (50 of 50 charges)
(2520 gp); hoard total 4675 gp
https://donjon.bin.sh/d20/dungeon/ 13/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Room #55 East Entry Trapped and Locked Stone Door (Open Lock DC 25, break DC 28; hard 8, 60 hp)
Ⓣ Teleporter Crystal: CR 9; magic device;
touch trigger; no reset;
teleport (teleported
one level down, DC 12 Will save negates);
Search DC 24; Disable Device DC 24
Room Features A stack of barrels filled with rotting fruit stands against the north wall, and a crushed
helm lies in the south side of the room
East Entry Unlocked Good Wooden Door (hard 5, 15 hp) (slides down, +1 to break DC)
Monster 8 x Vargouille
Vargouille: CR 2; Small outsider (evil, extraplanar); HD 1d8+1; hp 5; Init +1; Spd Fly 30 ft.
(good) (6 squares); AC 12 (+1 size, +1 dex), touch 11, flat-footed 11; Base Atk +1; Grp -3;
Atk +3 melee (1d4 plus poison, bite); Full Atk +3 melee (1d4 plus poison, bite);
Space/Reach 5 ft./5 ft.; SA Shriek, kiss, poison; SQ Darkvision 60 ft.; AL NE; SV Fort +3,
Ref +3, Will +3; Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills and Feats: Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5; Weapon
Finesse
Room #57 West Entry #1 Trapped and Locked Simple Wooden Door (Open Lock DC 30, break DC 15; hard 5, 10
hp)
Ⓣ Acid Fog Trap: CR 7; magic device;
proximity trigger (alarm); automatic reset;
spell
effect (Acid Fog, 11th level wizard, 2d6/round acid for 11 rounds);
Search DC 31; Disable
Device DC 31
West Entry #2 Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Monster 4 x Xorn
Xorn: CR 6; Medium outsider (extraplanar, earth); HD 7d8+17; hp 48; Init +0; Spd 20 ft.
(4 squares), burrow 20 ft.; AC 24 (+14 natural), touch 10, flat-footed 24; Base Atk ; Atk
+10 melee (4d6+3, bite); Full Atk +10 melee (4d6+3, bite) and +8 melee (1d4+1, 3 claws);
Space/Reach 5 ft./5 ft.; SA -; SQ All-around vision, earth glide, damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold and fire, electricity resistance 10,
tremorsense 60 ft.; AL N; SV Fort +7, Ref +5, Will +5; Str 17, Dex 10, Con 15, Int 10, Wis
11, Cha 10
Skills and Feats: Hide +10, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10,
Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or
underground); Cleave, Multiattack, Power Attack, Toughness
Room #58 North Entry Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60 hp)
South Entry Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Room Features Part of the ceiling has collapsed into the room, and a rustling noise fills the room
Room #59 West Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp) (magically reinforced, +10 to
break DC)
Room Features A magical altar of a god of dwarves in the north side of the room grants greater dexterity
(for one hour) to whomever offers a prayer, and the ceiling is covered with bloodstains
Room #60 East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
→ Leads to room #53, inhabited by 1 x Colossal Monstrous Centipede
South Entry Trapped and Unlocked Strong Wooden Door (hard 5, 20 hp)
Ⓣ Contact Poison: CR 10; mechanical;
touch trigger, no reset;
contact poison (nitharit
[contact, Fort DC 13, 0/3d6 Con]);
Search DC 28; Disable Device DC 24
Room Features A metallic odor fills the south-west corner of the room, and a sundered amulet lies in
the south-east corner of the room
Room #61 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
East Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp)
Empty
Room #62 South Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
Room Features Lit candles are scattered across the floor, and someone has scrawled "Trespassers will
https://donjon.bin.sh/d20/dungeon/ 14/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
be flayed alive" in blood on the east wall
Shrieker: CR 1; Medium plant; HD 2d8+2; hp 11; Init -5; Spd 0 ft.; AC 8 (-5 dex, +3
natural), touch 5, flat-footed 8; Base Atk +1; Grp -4; Atk -; Full Atk -; Space/Reach 5 ft./0
ft.; SA Shriek; SQ Low-light vision, plant traits; AL N; SV Fort +4, Ref -, Will -4; Str -, Dex
-, Con 13, Int -, Wis 2, Cha 1
Skills and Feats: -; -
Room #63 West Entry Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
→ Leads to room #15, inhabited by 1 x Drider and 13 x Medium Monstrous Spider
South Entry #1 Stuck Iron Door (break DC 28; hard 10, 60 hp)
Room Features A tapestry of arcane patterns hangs from the west wall, and the scent of smoke fills the
room
Monster 4 x Rast
Rast: CR 5; Medium outsider (extraplanar, fire); HD 4d8+7; hp 25; Init +5; Spd 5 ft. (1
square), fly 60 ft. (good); AC 15 (+1 dex, +4 natural), touch 11, flat-footed 14; Base Atk
+4; Grp +6; Atk +6 melee (1d4+2, claw) or +6 melee (1d8+3, bite); Full Atk +6 melee
(1d4+2, 4 claws) or +6 melee (1d8+3, bite); Space/Reach 5 ft./5 ft.; SA Paralyzing gaze,
improved grab, blood drain; SQ Darkvision 60 ft., flight, immunity to fire, vulnerability
to cold; AL N; SV Fort +5, Ref +5, Will +5; Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills and Feats: Hide +8, Listen +8, Move Silently +8, Spot +8; Improved Initiative,
Toughness
Room #64 East Entry #1 Secret (Search DC 25) Stuck Strong Wooden Door (break DC 23; hard 5, 20 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #50
East Entry #2 Secret (Search DC 30) Locked Iron Door (Open Lock DC 20, break DC 28; hard 10, 60
hp)
Ⓢ The door is concealed behind a pile of skulls
→ Leads to room #39, inhabited by 5 x Owlbear Skeleton
Room #65 East Entry Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
→ Leads to room #20, inhabited by 1 x Spirit Naga
Empty
Room #66 North Entry Stuck Good Wooden Door (break DC 18; hard 5, 15 hp) (slides down, +1 to break DC)
East Entry Stuck Simple Wooden Door (break DC 13; hard 5, 10 hp)
South Entry #1 Secret (Search DC 25) Unlocked Simple Wooden Door (hard 5, 10 hp)
Ⓢ A bookcase and concealed door pivots smoothly
→ Leads to room #35
South Entry #2 Unlocked Strong Wooden Door (hard 5, 20 hp) (slides down, +1 to break DC)
Room Features The floor is covered in square tiles, alternating white and black, and several pieces of
spoiled meat are scattered throughout the room
Room #67 North Entry Unlocked Iron Door (hard 10, 60 hp)
→ Leads to room #29
West Entry Locked Simple Wooden Door (Open Lock DC 20, break DC 15; hard 5, 10 hp)
→ Leads to room #40, inhabited by 8 x Owlbear Skeleton
Hidden Treasure Hidden (Search DC 25) Unlocked Strong Wooden Chest (hard 5, 20 hp)
8000 sp;
Agate Cup engraved with Draconic Runes (140 gp);
hoard total 940 gp
Room #68 North Entry #1 Wooden Portcullis (lift DC 25, break DC 28; hard 5, 30 hp)
North Entry #2 Iron Portcullis (lift DC 25, break DC 28; hard 10, 60 hp)
East Entry Secret (Search DC 20) Unlocked Good Wooden Door (hard 5, 15 hp)
https://donjon.bin.sh/d20/dungeon/ 15/16
10.11.2021 15.55 donjon; d20 Random Dungeon Generator
Ⓢ The door is located above a small stone dais and concealed by an illusion
→ Leads to room #41, inhabited by 6 x Minotaur
Empty
Room #69 North Entry Unlocked Good Wooden Door (hard 5, 15 hp)
Room Features A toppled statue lies in the south-east corner of the room, and someone has scrawled
"Trespassers will be flayed alive" in goblin runes on the east wall
https://donjon.bin.sh/d20/dungeon/ 16/16