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Classes
Xanathar's Guide to Everything
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
Classes
Xanathar's Guide to Everything
incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.
A drunken
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
L5. Workshop The passage opens into an enormous cavern illuminated by several guttering torches set in sconces on the walls. The floor is uneven, and the ceiling is forty feet up. Three flat boulders
his tools on the tool bench. Otherwise, he watches warily from behind the four skeletons. In any case, if confronted, he shrinks from conflict and orders his skeletons to attack while he retreats into
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman soldiers near the characters (see appendix B for both stat blocks). 2 Four Kalaman soldiers turn on their commander—in truth, these are four sivak draconians (see appendix B) disguised using
blocks). On the walls near the characters are three ballistae (detailed in the “Siege Equipment” section of the Dungeon Master’s Guide) and six Kalaman soldiers (see appendix B). The Dragon Army
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and
retreats. A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
? Who dares to enter the chamber of the guardian? You had better go, or I will have to discharge my sacred duty! Be off with you before I lose my temper!” If the party retreats, the crayfish will not
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wooden sleds pulled by canines as big as wolves. The closest driver calls out, “Can we be of service?”
The figure calling to the party is Vellynne Harpell (see appendix C), a wizard of the Arcane
on it, their acid-eaten forms visible through gashes in their hide armor. Steering the other two sleds are four Icewind kobolds, two per sled. (See appendix C for the kobolds’ stat blocks.) Each sled
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
descends deeper underground. Several landings on the staircase hold statues, and some bear doorways. The stairs end abruptly at a wall of tumbled boulders from some long-ago collapse.
Two galeb duhr
, Fremine and Frowode, lurk near the collapse, disguised as boulders. They are guards for the medusa in area T3. If anyone approaches the door to area T3, one of them stands and commands the intruders
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked
famous tiefling musician (worth 750 GP if repaired with a Mending spell) N8: Southern Boulder Cave Several boulders are scattered about this cave, and the ground vibrates slightly beneath you.
This
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
priests calling themselves the Burning Circle teach that the dragon is a force of nature to be respected, not destroyed. Just as controlled burns are necessary to keep forests healthy, they say, the
that the characters must coat their weapons in the concoction and injure the dragon with those weapons until he retreats to his lair and enters a magical slumber. (The dragon retreats when he has taken
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mine elevators rigged to fall Caltrops in shallow mud or soft dirt (light kobolds can walk on them without trouble) Collapsing ceilings Crates of centipedes Falling blocks Moats full of pitch or oil
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the earth. Blocks of stone thrust up in some places to hinder movement through passages and caverns, while other areas drop off suddenly, forming escarpments hundreds of feet high. In some places
monodrone 19 2d6 quaggoths 20 1d4 shriekers Behir This long-bodied reptile is either prowling a tunnel or resting in a cave when the characters encounter it. The behir retreats if reduced to 80 or fewer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
has an ample supply of rocks and ice blocks at hand for hurling at opponents. If the giant hears noise from area 1, he rushes there to help; conversely, if attacked, he will raise a cry to bring the
enclosing them in blocks of transparent ice. These exhibits are meant to frighten off any trespassers. The bodies are obviously hacked and very dead, not merely frozen whole. Treasure. Each of these corpses
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to the ceiling down to the floor. Tracks have worn smooth paths from ledge to ledge across the curving floor.
The thunderous griding of stone echoes throughout the cave, as three boulders roll along
the tracks at dangerous speeds. Other large rocks, worn nearly spherical, sit motionless throughout the gallery.
The rolling boulders are three galeb duhr, created and bound by Iggwilv to defend
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secrecy by Krr’ook. At any given time, Dungrunglung is home to grungs representing all castes and colors. There is only one gold grung (Groak) and one red grung (Krr’ook). For grung stat blocks and more
same time. 3. Groak’s Isle Marshy shores surround the shrine, which is 60 feet tall and made of carved mud blocks painted with natural dyes. Patrolling its base are eight grung elite warriors with orange
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
blocks) take meals here. They glance up at anyone who enters the room, but they pay no attention to characters dressed as Dragon Army troops. If a fight breaks out here, the soldiers resting in area O8
Army soldiers only with a successful DC 22 Charisma (Deception) check. If Hask believes he’s being tricked, he stands and attacks while calling for the soldiers in area O11, who arrive after 1 round
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
-foot-square, 2-foot-thick, half-submerged slab of blue marble that blocks access to area C23. This slab is far enough away that characters won’t see it with torches or darkvision unless they move
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
attack or be damaged. In Draconic, they accuse the characters of trespassing, calling them desecraters and betrayers. A character can calm the spirits by assuring them in Draconic of the party’s
the golem. M3: Flooded Passage This chamber transitions from natural stone to walls and a floor of worked marble blocks. The passage tilts down to the southwest, where a carving depicts a dragon in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) anxiously searching for the lost goats it tends for a frost giant tribe
7 1 frost giant (attitude: 1d8 + 1) building a wind shelter from ice blocks
8 1 frost giant ice shaper* (attitude
: 1d10) performing a sacrifice to Thrym
9 1 bored troll amalgam* (attitude: 1d10) throwing its arm at a stack of boulders
10 2d4 goliath giant-kin* (attitude: 1d8 + 3) on a pilgrimage
11
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the front gate remains barred but unguarded. K2. Gatehouse The gates open to a thirty-foot passage leading east. A portcullis blocks the far end of the passage, but you can see the castle yard on the
blocks the castle’s water gate (area K11). It only takes one person to operate the capstan, but lowering the chain to allow a boat to pass requires a character to use three actions cranking. Treasure
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
advantage on the check. At their reduced size, the characters can easily slip through the mouse hole to escape Onyx. My mother must be getting new cats and just calling them Onyx. Otherwise, Onyx
would be coming up on fifty years old. And I don’t think that’s how cats work.
— Omin Dran
Cat Chase Complications d20 Complication
1 A tumbling chair or other large obstacle blocks the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
young to be schooled. Emotionally, each child is the giant equivalent of a four-year-old human. The floor of this room is covered with toys, balls, blocks, dolls, and stuffed animals. A stuffed yeti
conch in her tower bedchamber (area 33), though he doesn’t know exactly where. If the characters seem intent on running amok, Thullen tries to defeat them quickly for the good of his family, calling on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
look for opportunities to push characters off the bridge. If two gargoyles are defeated, the third retreats, flying to area B2 to hide. Chasm Floor. Several skeletons lie broken or half-buried on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the front door, read: This austere hall is finished in irregular blocks of dark basalt that form natural columns along the walls. The doors of the monastery’s front entrance face south, while
fingers of light from outside. Above the altar, a triangular symbol has been chiseled into the heavy stone blocks of the wall.
Anyone who looks in the northwest corner notices a small bronze lever (see
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
recommendation (see the “Calling Horns” section) can present it to a member of the Hand of Yartar and gain the guild’s assistance in any of the following ways: If the characters are looking for an
retreats to the hearth if he sees any magic. Like most Uthgardt, he is fearful of magic and distrustful of spellcasters. Orok is drawn to rough-looking wilderness types, such as barbarians and rangers. If
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cross the footbridge to the ship, simultaneously calling out to alert the ship’s occupants. These skum are intimately familiar with the walkway and the precarious bridge, so they can move and act
before they arrive here. While the golem holds intruders at bay, Dory retreats to the far corner of the room and uses Eye of Corruption to weaken the most threatening character. He then follows up with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, calling them the Windwyrds. Most have no musical talent whatsoever, and their music is often a shrill cacophony. Of all the air cultists, the Windwyrds are the least fanatical and the most fearful for
the Temple of Howling Hatred, Aerisi retreats to the Howling Caves, the air node. Within this node, Aerisi gains one additional use of her Legendary Resistance trait. Lair Actions If Aerisi is in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
commoners). Barricade. East of these three rooms (near the place marked B on the map), the corridor is blocked by an accumulation of boulders and debris. 12–14. Unruly Captive Quarters Three enclosures to
blocks and rubble. 19. Natural Cavern In their excavations, the ancient builders of the stronghold stumbled upon an enormous expanse of natural caves and caverns. The southern part of this network is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
-hewn timber blocks a small passage to the northeast. Three other passageways wind off toward the south. A heavy animal smell lingers in the air.
A hundred years ago, the orcs besieging Khundrukar
path leading east comes closest to the slope. They are wedged into spaces between boulders, 6 to 8 feet above the cavern floor. Their Stone Camouflage trait gives them advantage on Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
before it starts biting. If reduced to 10 hit points or fewer, the spider retreats into a nearby narrow fissure. However, it attacks again when the characters come back through this area. Treasure. If the
it. A small, brass-colored dragon thrashes madly at the far end of the cavern, trapped beneath two large boulders that block a northern tunnel. Two dark creatures resembling flying squids dart just out
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
appendix C) is here, he is kneeling before the statue and calling on Deep Duerra (speaking in Dwarvish) to grant him the power to conquer his foes. Describe him as a soot-stained, gray-bearded duergar
X32, making that tunnel safe to traverse. Raising the lever reactivates the trap. X37. Treasure Vault The characters can see into this room through the bars of the portcullis that blocks its entrance
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
nowhere else to go, Mirran retreats to her quarters (area 30), refusing to abandon the stronghold she believes is rightfully hers, while Nym retreats to area 6 and wisely tries to flee Maelstrom on the
portcullis blocks the way from the main cave to the sinkhole (area 1), and lowered portcullises also confine ten hunter sharks to the four side caves. The sharks take advantage of any opportunity to escape
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
know about the strange effect in the adjacent receiving room (area G12). Once one roper is defeated, the other one retreats just inside the doorway of the receiving room to gain the protection that
don’t have ranged weapons, but Qunbraxel might attack through the narrow openings. Blocked Hall. The top of the mudslick tower blocks the end of this hall except for gaps only a few inches wide between
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spiral staircase descends 20 feet to area D27. The voice rising up the stairs is chanting in Deep Speech, calling to an entity named Krokulmar. D27: Ritual Room This location consists of two roughly
.
Markos Delphi is performing a ritual that will allow a fragment of Krokulmar (see their stat blocks at the end of the adventure) to attach to the headless body of one of Elra’s adventuring companions






