Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 17 results for 'captives cause'.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
writhing in torment as bloated stirges feast on their blood.
Haruman, a human paladin of Helm, was one of Zariel’s most devoted Hellriders. He crucified deserters to Zariel’s cause on “Coward’s Way
during her assault into Avernus. Flocks of stirges buzz between the branches, feasting hungrily on the screaming, crucified victims. The stirges attack the characters only if they try to free the captives (see “Haruman’s Arrival” below). Roll 2d4 to determine the number of attacking stirges.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
march home. Upon arriving, she expected to find her homeland’s nobility ready to rise to her cause, but they’d been cowed and terrified by reports of Dranzorg entombing captives and rivals in his
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-willed individuals of the clan survived this brutal campaign. When their delving finally broke through into a cavern, the dwarves found the cause of their obsession. A great elder brain and its mind
made them suitable subjects for a variety of grisly experiments. Generations of psychic surgery and physical alterations mutated the captives into creatures that had special powers of their own. In
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
here. Residents also include captives that the githyanki have taken on raids.
Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
place as a base, since the warriors and knights seldom patrol it, and several groups of freed captives — humans, elves, hobgoblins, and other sorts — make their homes here. Military Districts
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. Trickery Domain Spells Cleric Level
poison — a gift from your deity. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
captives; those who survive might play roles later in the adventure. Start It is assumed that the party has either followed the map obtained at the steading or used the magical chain found there to arrive
here and there like fangs. All movement in the rift is hampered by this difficult terrain. Due to wind force and eddying currents, attempts at levitation or flying cause movement in a random direction
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
encompasses fiendish inventiveness and a drive to devise new tools for their mad cause. They are masters of fire and forge, taking captives to work in their infernal foundries. Fire cultists see conquest
reckless attacks with no regard for their own lives, seeking to cause as much damage as possible before falling. They are fearless and would rather die fighting among a mob of enemies than retreat a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
together to track the band, and to do so quickly, rescuing the captives. I’ve been welcomed in this area ever since, and have gotten to know the goodly folk here well. Hardbuckler At the southern edge of the
Hardbuckler don’t have cause to use them very often, these weapons usually discourage the bandits, raiders, and occasional orc bands that would lay claim to Hardbuckler’s wealth. The town eschews the sort
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collection and plotting to acquire more possessions. The monster hoards vast stores of treasure and knowledge. Its island holds numerous captives, which it considers part of its collection. Some inhabitants
initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below: The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, he views them as dangerous and has them put to death immediately. If Ras Nsi learns that they’ve come to put an end to the death curse, he is intrigued. If they reveal that the cause lies in the Tomb
–15 1d4 yuan-ti purebloods escorting a type 3 yuan-ti malison. 16–30 1d4 + 1 yuan-ti purebloods escorting 2d4 captives (male and female Chultan human commoners of any alignment). 31–45 2d4 yuan-ti
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lair actions. On initiative count 20 (losing initiative ties), N’ghathrod can take one lair action to cause one of the following effects:
N’ghathrod creates a magical duplicate of itself anywhere
.
N’ghathrod straps captives to this chair before devouring their brains. A creature shackled to the chair can use an action to try to escape, doing so with a successful DC 20 Strength (Athletics) or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier. Level 17: Corona of Light As a Magic action, you cause
, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the party will cause her to fulfill her obligation as quickly as possible and depart. By contrast, she might strike up a long-term friendship with a party of good-aligned characters. Treasure. The
, and utensils are scattered about in all the nooks that lead away from the firepit. Amid heaps of foodstuffs to the north are four human captives (commoners) in a cage, being saved for a feast. They
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
serves as the meenlocks’ den, where they torment captives. Dark Dwellers. A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to
cause one of the following effects; the elder brain can’t use the same lair action two rounds in a row:
The elder brain casts wall of force. The elder brain targets one friendly creature it can
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
volunteer that information). If the disguised wererats are conversed with, they claim to be captives forced to labor for the giants as scullions. If they are attacked, the wererats assume the form of giant
gnolls dwell here. Each has nothing but a heap of straw and a hide coverlet. Although these creatures are enslaved by the giants, they identify with their masters’ cause and will never help humans for
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dragon master’s domain.
A black dragon’s malevolent influence might also cause the spontaneous creation of evil shambling mounds that seek out and slay good creatures approaching the dragon’s lair
.
Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rededicated it as a place to ceremonially drown captives. Each of the pools is 10 feet deep. The stones average about 50 pounds, and the ropes are used to bind a victim’s feet together before pushing him or
nothing, or bribe them to cause trouble somewhere else. C13. Blackmaw Den A musty odor pervades the hall outside this room. The doors are marked with crudely drawn pictures of monstrous eyes and






