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Returning 35 results for 'captives will rooting'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, using Charisma as the spellcasting ability (spell save DC 15):
At will: detect magic, guidance, levitate, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with dead
1/day
of these warlocks associate with cultists devoted to these entities, as well as Aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the chaos and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
components and using Charisma as the spellcasting ability (spell save DC 17):
At will: animal friendship (snakes only)
3/day each: darkness, entangle, fear, polymorph, suggestionAs part of their quest
from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas believe they need to achieve true divinity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic
vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and
subraces or one from another source.
DUERGAR
In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
captives and learn that they were hired by a dwarf named Drannin. “Gargosh” feigns amazement: “My cousin Drannin? That cad! He stole my diary because he wants the axe and all the glory for himself! We need
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters.
Before the party enters Loomlurch, Will of the Feywild—if he is present—outlines his plan for rescuing Granny Nightshade’s child captives (see “Getaway Gang Raid”). Characters who have not earned Will’s assistance must devise their own plan for getting inside.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The adventure contains some possible answers. Keep track of the fate of important giants and their allies or captives. Escaping adversaries will generally flee to the next higher-ranking stronghold
(from the steading to the rift and from the rift to Snurre’s hall); freed captives may join forces with their rescuers (this is a good way to introduce replacement player characters). This assumes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewt Warlock of Imix Firenewt warlocks of Imix command firenewt warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe
and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
Spellcasting. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Body Horror Villains Villains of this genre present as tragic figures, whether they’re hereditary cannibals, captives enduring some forced metamorphosis, scientists looking to reverse death, or
flesh of the faithful
9 A house that remembers having tenants and will do anything to regain them
10 A grieving mortician who sculpts every face she encounters into the countenance of her lost love
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the spirit leave.
7 The ghost was murdered by someone they loved in life.
8 The ghost seeks vengeance on someone who spurned them in life.
All who die in Mordent become captives to the will of Lord Wilfred Godefroy
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
comedic preparations sometimes give rescuers time to locate and free the captives before the kobolds settle down for the main course.
Hatred
Because the gnome god Garl Glittergold trapped the kobold
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a massive feast ritual. Giants, gnolls and creatures from the Hill Giant Encounters table (see chapter 3) stand between the captives and freedom. Safe Haven The characters travel with refugees fleeing
from disaster. The survivors are exhausted and starving when they stumble upon the grove. The unicorn who watches the grove and her centaur subjects will shelter the refugees if the characters agree
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
appendix A) who speaks Celestial, Common, Draconic, and Elvish, and can cast Speak with Dead at will. She introduces herself and asks to speak with the characters in private. The characters can slip into an
, Sarusanda is indifferent but wary. Sarusanda explains that she is a member of the Ulmist Inquisition, an organization dedicated to rooting out evil throughout the multiverse. She asks the characters what
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, other elves. To the dark elves, raiding the surface for captives and treasure isn’t just a cultural and military tradition, but also an economic necessity. Some raids are major operations that involve
, while at other times they slip into a village, knock out their targets with poison, and spirit their captives away without even waking the neighborhood dogs. Sometimes a raid uses both tactics; one
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— lost on a diplomatic mission to Elturel. The fact that Elturel’s misfortune coincided with Ravengard’s visit has left Baldurians wondering whether Baldur’s Gate will suffer Elturel’s fate. The characters
glorified thugs. The characters’ orders are to help maintain peace by rooting out and destroying followers of Bane, Bhaal, and Myrkul — evil gods collectively known as the Dead Three. These vile priests
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
scarecrows and thereby lure the tin soldiers into the garden. The Escape. While everyone is distracted, the characters will free the captives from the workshop (area L4) while Will climbs into the textile
mill (area L12) to free the captives there. Once the children are set free, everyone will run back to Little Oak. Will’s plan is sketchy, but he likes to live by the seat of his pants. Regardless of how
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
giants, or if survivors from the steading reached them, they will be on the alert. Furthermore, the frost giants will organize traps, ambushes, and last-ditch defenses against continuing forays into
their stronghold, taking full advantage of the treacherous terrain (ice slides, rigging tunnels to collapse on the party, and so forth). They will also make active efforts to locate the characters’ base
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
point of being nearly helpless. They will defend themselves if harmed, but they offer no resistance otherwise. 9. Barracks This room holds twenty-four unarmed orc captives (six orcs, eighteen orc
guard room are two bugbears, initially located in the eastern end of the area. If not engaged immediately, they will raise an alarm by striking a large brass gong that hangs near the door. If they are
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, perhaps burning farmland and devouring livestock, demanding tribute from a village, or holding captives for ransom. Alternatively, a dragon might have established a new lair in the remote wilderness
acquire the needed item. Alternatively, a dragon might seek adventurers to recover items stolen from the dragon’s hoard—with a threat that local folk will suffer if the characters fail. Sometimes the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamia’s desires. Lamia
casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 13):
At Will: Disguise Self (can appear as a Large or Medium biped
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
explore these lands, searching for fertile soil in which the seeds of civilization might grow, seeking resources (such as metals) that will benefit settled lands, or rooting out evil before it can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enemies who yearn to topple her. As a powerful wizard and noble, Sansuri believes it is her duty to rule over others and command their respect. Even so, she has been forced to bow to the will of King
won’t lower herself to negotiate with them, nor will she give them the means to reach Maelstrom. If the characters pry into her business, she tells them that she’s conducting an extensive survey to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
thrown into the arena (area 15a) without their weapons and forced to fight to the death against the nagas’ thralls. 15a. Arena The Ssethian Scourges sometimes have their thralls fight captives for their
”).
Chest. A wooden chest stands against the east wall.
The nagas don’t fear death, but they do fear the loss or theft of their rod of rulership and will do everything they can to safeguard it. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
beholder’s opponents unsure of what rays will be coming next (and, not incidentally, to prevent the monster from using its most lethal eye rays at every opportunity). The rule also makes the creature
, repeated uses over time against the same target tend to wear down a creature’s will, creating a docile servant. Paralyzing Ray Outside combat, the paralyzing ray is most often used to restrain a fleeing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
terror and subtly manipulating their captives over the course of generations. 3. Domains Imprison Darklords. Ravenloft’s demiplanes range in size from solitary structures to vast regions. These domains
undergo terrifying transformations, whole villages disappear unnoticed, and the Mists bar every method of escaping a threat. Any surreal development you desire is also the will of the Dark Powers, assuring
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to greater divinity. They demand obeisance from weaker creatures and use every resource at their disposal to war against neighbors, seeking the captives, sacrifices, glory, and riches the anathemas
, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: animal friendship (snakes only)
3/day each: darkness, entangle, fear, polymorph, suggestion
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version)
1/Day Each: Geas, Modify Memory
Legendary
into peril. These hags often spirit their victims back to surreal lairs where they hold captives prisoner or cook them into monstrous meals.
Green hags frequently know strange magic or forgotten
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spells, using Charisma as the spellcasting ability (spell save DC 14):
At will: dancing lights, disguise self, mage armor (self only), mage hand, minor illusion, prestidigitation, speak with animals
successful one.
Spellcasting. The warlock casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):
At will: alter self, mage armor (self only), mage hand
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
heard about from Pond Mother and perhaps also from the yuan-ti captives. The old village was abandoned when the grippli realized they would fare better being closer to the water. They relocated to where
creatures being mistreated.
The temple’s courtyard can serve as a staging area for the characters, whose presence will not be noticed by the yuan-ti as long as they remain here. Any grippli in the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness
breathe air and water.
Innate Spellcasting. The firenewt’s innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.
Spellcasting
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
plan. Spread out between the two areas are cultists (one per character) with tridents, guarding several bound victims who will be sacrificed at the conclusion of the ritual.
The ritual takes 10
terrible faces appear in the clouds. If this doesn’t urge them to act, the ritual will be completed, and the adventurers must deal with the consequences (see “Aftermath” below for details
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Telemy Hill The characters might come here after their meeting with Sir Talavar, hoping to obtain the key that will free the faerie dragon from his magic birdcage. If the characters ignored Sir
ago, while rooting through the swamp for truffles, she was attacked and robbed by brigands. She hasn’t left her hilltop den since returning to the hill and must be pretty hungry by now. If the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
foe. It fights until destroyed. If the characters are escorting rescued townspeople, the refraction targets the former captives with its Dissonant Claw attack or mind blast in the hope of driving the
one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: detect magic, detect thoughts
3/day each: dispel magic
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Lohezet ordered an outpost established there. A servant of the Dragon Queen and a fervent antiquarian, Lohezet sought to discover the forgotten ruin’s secrets. Dragon Army soldiers and captives worked
throughout the ruin are covered in clear footprints of booted Dragon Army soldiers, captives wearing foot-wrappings, draconian claws, and slaadi claws. They go in every direction and don’t suggest






