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Returning 35 results for 'bad before devourer closed ride'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
, drinking the monsters’ milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Epilogue: Croc Hunt Either as a way of apologizing for making a bad first impression on the lizardfolk, or to provide some extra excitement for combat-loving characters, this encounter pits the party
Devourer. Roleplay a conversation with the queen, or summarize the conversation using the following information: When the lizardfolk returned to this long-abandoned lair, they soon discovered that a giant
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
. My friends and family are long gone. I love this place, but I try not to get attached to the people here. I’ll outlive them all. Lucky me. Flaw: Heartless. If you want sympathy, the Temple of Ilmater is in the Sea Ward. No matter how bad things are, you’ll be gone in a blink of an eye.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
about to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting amoral acts to individuals making fatalistic choices. Everyone in Falkovnia
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Fensirs Arash Radkia Two fensirs bring an offering of food to a hungry devourer that has outgrown her hut Long ago, a band of frost giants led trolls in a campaign to win Annam’s favor by conquering
seems like a transparently bad idea. What were those giants thinking?
—Bigby
And yet, can we fairly say that the existence of fensirs is “transparently bad”? Some might argue they are a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
of her guards leave Baldur’s Gate secretly ahead of the caravan and ride north at a fast clip. They are headed for Castle Naerytar in the Mere of Dead Men and won’t be seen again until chapter 6. She
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
caravan along the way, and others leave according to the dictates of business and fortune. Some travelers ride horses, some walk beside the wagons, and some pay the merchants to ride aboard their wagons
of her guards leave Baldur’s Gate secretly ahead of the caravan and ride north at a fast clip. They are headed for Castle Naerytar in the Mere of Dead Men and won’t be seen again until chapter 6. She
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Carousel A procession of wooden unicorns stands motionless on a circular wooden platform. Fairgoers clamber onto the unicorns’ backs, and a female centaur sets the ride in motion. The unicorns shake
their manes and creak to life, cantering around the carousel to the delight of their riders.
A ride on the carousel costs 1 ticket punch. Diana Cloppington The individual who checks tickets and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
on other domains. Taking inspiration from sci-fi horror and tales of alien abduction, adventures involving Bluetspur’s mind flayers might begin anywhere with bad dreams or a stranger’s impossible
taken over by an intellect devourer.
6 An inventor requests the characters’ insight into a pill-sized device she extracted from her own body. As the characters examine it, the device projects a map
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
to “ride the rope”) must pay a gold piece to be lowered down. The return trip also costs a piece of gold, sent up in a bucket in advance. Once the initial payment is made, a few stairs takes one to
and take the long ride down. Oddities on Display A staggering variety of curios and oddities adorn the taproom. Traditionally, adventurers who recover a strange relic from Undermountain present it to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. In some lands, the silhouette of a catoblepas, with its tail extended over its body
impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle. Catoblepas
Large Monstrosity, Unaligned
Armor Class 14 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
cultists (NE male and female humans of various ethnicities). The cultists try to enter the tower while their nine giant vultures remain outside. The vultures allow only members of the cult to ride them
allowing him or her to ride it. The giant vulture attacks the character if the check fails. The cult fanatics are named Amarath and N’von. They speak for the rest of the group and claim to speak on behalf
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child’s family and community become terrified of the “bad seed” and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures arm wrestle, or if one creature is holding a door closed against another’s attempt to push it open, both use Strength. Ability Checks Ability Used for… Example Uses Strength Physical
something, think of it in terms of what a very high or low score in those two abilities might mean.
A character with a high Wisdom but low Intelligence is aware of the surroundings but is bad at
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
realize what the party is up to, they immediately suspect the characters are out to make them look bad. In that case, they become surly and tight-lipped. All the militia guards have been assured by
superiors and fellow guards, and she doesn’t need any more trouble in that area. If she’s reassured that the characters aren’t trying to make the militia look bad, Jute gives a frank account of her
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
slams the book closed as if to punctuate his question, regarding you for the first time.
Sleepy bullywug guards standing around their monarch snap to attention and ready their weapons.
King
lap—Bavlorna’s Big Book of Bad Blood—in which the hag’s displeasure with her enemies is spelled out in detail. He procured the book from a darkling merchant (see area B10), who stole it from Bavlorna
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the East Shar Fanatical Suloise militarists called the Scarlet Order founded the Hidden Empire of Shar, which is closed to outsiders. The order controls the peninsula west of the Tilva Strait, as far
. Those who despise and challenge the Great Kingdom’s oppression—outlaws both good and bad—find refuge in borderlands just beyond the reach of the overking’s soldiers. These include the woods and swamp
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, or you might prefer to pass unseen. You might eliminate your foes in the most public way possible, or prefer to deal with all problems behind closed (and preferably soundproofed) doors. Either way
situations, from infiltration, to theft, to fleeing the city guards when the infiltration and theft goes bad. Moreover, your social skills make you equally effective in and out of combat. However
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
salted meat gone bad, sacks of flour or grain covered in russet-colored mold, tuns of cider turned to vinegar.
Two open archways in the east wall lead to a similar room, and two more openings are dimly
in the north wall of the cavern. Inside you see a short passageway with three small iron doors set into the west wall. The first two are open, but the door at the end of the hall is closed.
The door
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Phandalin” above), Linene works tirelessly to keep the coster operational through good times and bad. Most of the goods in the Player’s Handbook can be purchased here. Linene can special order items
several anvils, but the rest of the structure is closed off. Maza Fieldsalder (N female human commoner) took over the smithy a year ago, after the death of her master, Alger Frakk. As the master smith’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
those are thankfully all closed in sleep.
The ancient deep crow in the nest (see appendix B) is only pretending to sleep. Any character studying the creature and succeeding on a DC 18 Intelligence
Intelligence (Investigation) or Wisdom (Perception) check to quickly assess Raah’s reading material determines that the ancient deep crow is highlighting everything, no matter how good or bad the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of bad storytellers and inept musicians. One wall of the circular common room features a faded mural of two enormous crabs locked in combat, inlaid with brass details. The mural’s origins are lost to
large wooden doors stand within the arch, but they haven’t been closed for years and are embedded in the surrounding dirt. Thornwall Keep The ruins of an ancient Solamnic keep perch on a rocky rise at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pass by 6 A bugbear with an intellect devourer in its skull that tries to lure characters to area 21f 7 Preeta Kreepa (see area 21m) 8–10 Three hobgoblins and a hobgoblin captain keeping the peace and
checking visitors’ identification papers Combat behind closed doors probably doesn’t raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan fought fiercely. But in the end, it was the orc Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both
“I don’t trust my sight. I have no idea what’s real and what’s a hallucination.” 6 “Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.” Dyrrn Dyrrn is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
event that blackened every stone and sealed its doors and windows. The High Observer at the time ordered the fort, a day’s ride west of Elturel, to be bricked up, and the curious forbidden entrance, for
-called “First Folk of Berdusk,” have made a great show of their piety since the founding of Elturgard, and a great many of the high-ranking priests hail from their families. Over the years a few bad
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
another corner. Five closed doors lead from the room.
Dress Dummies. Seven humanoid-shaped dressing dummies stand in the corner—four of Medium size and three of Small size. Six of them are adorned with
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Freth. The mind flayer is getting ready to implant an intellect devourer in Zaibon’s skull, then use him to undermine the drow plot and foment war between the drow houses. (Were Zaibon less useful, the
mind flayer would have extracted his brain and turned it into an intellect devourer instead.) Zaibon knows nothing of the fate that awaits him. Mind Flayer. If the characters haven’t already dealt
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ornamentation. Two arrow slits, one on each side of the door and each about 10 feet above the ground, guard the entrance.
The entry door is unlocked but closed and is too heavy to push open except with 1
climb up and ride the moving buckets must succeed on a DC 15 Dexterity (Acrobatics) check or fall 20 feet to forge’s floor, taking 7 (2d6) bludgeoning damage. The forge has a tall stepladder used to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
closed with a successful DC 15 Strength (Athletics) check. If this happens, any creatures it has grappled are automatically released. As soon as the chaos quadrapod is killed or sent back through the
efforts to undercut Acquisitions Incorporated’s reputation and success. Dagdra has made a lot of bad choices in her life, from leaving her church to joining Dran Enterprises and getting stuck with
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
they risk a bad performance taking on malevolent life. A character who succeeds on a DC 13 Charisma (Performance) check causes any existing shadows to wink out and new shadows to replace them and
without any real information about it. The site has proven far more dangerous than they expected. Their entry from the Far Realm is now closed, and they don’t know why. The githyanki make short, careful
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
skeleton and warhorse skeleton are all that remain of a rider and mount, both of whom perished trying to escape through the fog that surrounds Barovia. They are doomed to ride through the valley in
inside wall of the tower, across from the open doorway, is a closed, empty wooden chest. If the characters disturb the chest, 3d6 zombies erupt from the earthen floor and attack. Once the zombies appear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some candy on hand or some sweet rolls, and all will be calm where you live. Kythorn 14: Guildhall Day This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but
inspires misfortune rather than avoiding it. For fear of catching the bad luck of cynics, citizens do their best to avoid talking to anyone known to not have played along, or dealing with them in any way
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check
after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters must enter all four pools, whether the outcome is good or bad. When a character is submerged in the last pool, a silver key studded with polished red garnets appears in midair in the center of
thieves’ tools, a character can disable the trap by using shims to jam the top closed. If the check fails, the character thinks the trap was deactivated even though it wasn’t. If the trap is triggered
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
long-dead horses into five animated warhorse skeletons. Every night, after sunset, the Hunt Lords ride out on their skeletal steeds to patrol the lands around Noanar’s Hold, looking for worthy prey
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The






