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The bear has advantage on Wisdom Perception checks that rely on smell. The bear makes two attacks: one with its bite and one with its claws. Keen Hearing and Smell. The dog has advantage on Wisdom Perception checks that rely on hearing or smell. Teleport Recharge 4—6. The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Keen Sight. The hawk has advantage on Wisdom Perception checks that rely on sight. Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks with its daggerlike beak.
If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 1d6 slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone. Relentless Recharges after a Short or Long Rest. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. A melee weapon deals one extra die of its damage when the bugbear hits with it included in the attack.
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 2d6 damage from the attack. Bugbears are hairy goblinoids born for battle and mayhem. They survive by raiding and hunting, but are fond of setting ambushes and fleeing when outmatched. Hit: 2 1d4 bludgeoning damage. The cat has advantage on Wisdom Perception checks that rely on smell. Hit: 1 slashing damage. If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 3d6 piercing damage.
The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow. A centaur has the body of a great horse topped by a humanoid torso, head, and arms. Reclusive wanderers, they avoid conflict but fight fiercely when pressed. The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns. The dragon head exhales fire in a foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 7d8 fire damage on a failed save, or half as much damage on a successful one.
A chimera is a vile combination of goat, lion, and dragon, and features the heads of all three of those creatures. It likes to swoop down from the sky and engulf prey with its fiery breath before landing to attack. On a failed save, the creature begins to turn to stone and is restrained.
On a failure, the creature is petrified for 24 hours. The cockatrice looks like a hideous hybrid of lizard, bird, and bat. It is infamous for its ability to turn flesh to stone. Hit: 1 bludgeoning damage. Hold Breath. The crocodile can hold its breath for 15 minutes. Poor Depth Perception. The cyclops has disadvantage on any attack roll against a target more than 30 feet away.
Cyclopes are one-eyed giants that eke out a meager existence in wild lands. They are a terrifying threat in combat due to their size and strength, but they can often be tricked by clever foes.
The dog has advantage on Wisdom Perception checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured.
Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 1d10 on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0. A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hit: 2 1d4 piercing damage. The wolf has advantage on Wisdom Perception checks that rely on hearing or smell. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies. The doppelganger has advantage on attack rolls against any creature it has surprised. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 3d6 damage from the attack.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. The eagle has advantage on Wisdom Perception checks that rely on sight.
Earth Glide. The elemental can burrow through nonmagical, unworked earth and stone. Siege Monster. The elemental deals double damage to objects and structures. An earth elemental plods forward like a walking hill, club-like arms of jagged stone swinging at its sides. Its head and body consist of dirt and stone, occasionally set with chunks of metal, gems, and bright minerals.
Trampling Charge. If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. Fire Form.
The elemental can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the elemental or hits it with a melee attack while within 5 feet of it takes 5 1d10 fire damage. The elemental sheds bright light in a foot radius and dim light in an additional 30 feet. Water Susceptibility. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 1d10 fire damage at the start of each of its turns. Wherever it moves, it sets its surroundings ablaze, turning the world to ash, smoke, and cinders. With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and are known for their ability to burn, plunder, and destroy.
The flameskull sheds either dim light in a foot radius, or bright light in a foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical effects. If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them. The flameskull is a 5th-level spellcaster.
It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:. Fire Ray. Hit: 10 3d6 fire damage. Blazing green flames and mad, echoing laughter surround an undead flameskull. This disembodied skull blasts foes with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory. Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned. Whenever the golem starts its turn with 40 hit points or fewer, roll a d6.
On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma Persuasion check. If the check succeeds, the golem ceases being berserk.
If it takes damage while still at 40 hit points or fewer, the golem might go berserk again. Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn. Immutable Form. The golem is immune to any spell or effect that would alter its form.
Lightning Absorption. Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt. The golem has advantage on saving throws against spells and other magical effects. Magic Weapons. A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Powerful enchantments protect it, deflecting spells and all but the most potent weapons.
Hit: 1 piercing damage plus 7 3d4 poison damage. Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned. The sword is incapacitated while in the area of an antimagic field. Standing Leap. A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. Frost giants are creatures of ice and snow, with hair and beards of pale white or light blue, and flesh as blue as glacial ice. They respect only brute strength and skill in battle.
While the gargoyle remains motionless, it is indistinguishable from an inanimate statue. The gargoyle makes two attacks: one with its bite and one with its claws.
These malevolent creatures of elemental earth resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, delighting in the terror it creates when it breaks from its suspended pose. Ethereal Sight. The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. The ghost can move through other creatures and objects as if they were difficult terrain.
It takes 5 1d10 force damage if it ends its turn inside an object. Withering Touch. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Possession Recharge 6. One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell.
When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
With their razor-sharp teeth and jagged claws, ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh. The badger makes two attacks: one with its bite and one with its claws.
If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 2d6 slashing damage. If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. The crab has two claws, each of which can grapple only one target. The crocodile can hold its breath for 30 minutes.
The crocodile makes two attacks: one with its bite and one with its tail. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone. The eagle makes two attacks: one with its beak and one with its talons.
A giant eagle is a noble creature that speaks its own language and understands some speech. The beetle sheds bright light in a foot radius and dim light for an additional 10 feet. A giant fire beetle is a nocturnal creature that features a pair of glowing glands that give off light for 1d6 days after the beetle dies.
The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The frog can have only one target swallowed at a time.
If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 2d4 bludgeoning damage. The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack. Giant lizards are fearsome predators often used as mounts or draft animals by reptilian humanoids and residents of the Underdark.
While out of water, the octopus can hold its breath for 1 hour. Underwater Camouflage. The octopus has advantage on Dexterity Stealth checks made while underwater. Water Breathing.
The octopus can breathe only underwater. If the target is a creature, it is grappled escape DC A footradius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink.
After releasing the ink, the octopus can use the Dash action as a bonus action. Keen Hearing and Sight. The owl has advantage on Wisdom Perception checks that rely on hearing or sight.
Giant owls are intelligent creatures that are the guardians of their woodland realms. The rat has advantage on Wisdom Perception checks that rely on smell.
The scorpion makes three attacks: two with its claws and one with its sting. The scorpion has two claws, each of which can grapple only one target. If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 bludgeoning damage. The sea horse can breathe only underwater. Blood Frenzy. The shark can breathe only underwater. Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing. Web Recharge 5—6. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage.
The toad makes one bite attack against a Medium or smaller target it is grappling. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Keen Sight and Smell. The vulture has advantage on Wisdom Perception checks that rely on sight or smell. The weasel has advantage on Wisdom Perception checks that rely on hearing or smell. Giant wolf spiders hunt prey across open ground or hide in burrows or crevices to attack from ambush. When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.
Gnolls are feral, hyena-headed humanoids that attack without warning, slaughtering their victims and devouring their flesh. If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 1d4 bludgeoning damage.
If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone. Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Individually weak, they gather in large numbers to torment other creatures. Stone Camouflage.
The grick has advantage on Dexterity Stealth checks made to hide in rocky terrain. The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target. This wormlike monstrosity blends in with the rock of the caverns it haunts.
When prey comes near, its barbed tentacles unfurl to reveal its hungry, snapping beak. The griffon has advantage on Wisdom Perception checks that rely on sight. The griffon makes two attacks: one with its beak and one with its claws. A griffon is a ferocious avian carnivore with the muscular body of a lion and the head, forelegs, and wings of an eagle. The harpy makes two attacks: one with its claws and one with its club. Luring Song.
The harpy sings a magical melody. Every humanoid and giant within feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies.
If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. A creature can also repeat the saving throw at the end of each of its turns.
A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths. The hound has advantage on Wisdom Perception checks that rely on hearing or smell.
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