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Returning 35 results for 'coming warning remains'.
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Monsters
Bigby Presents: Glory of the Giants
while creating art might rise as a cairnwight and continue the work. Once the artwork is completed, the cairnwight remains as its undying guardian.
A cairnwight looks much like an emaciated stone
the art, or steal from the cairnwight, the giant petrifies the creature, places the resulting statue outside as a warning, then reseals its cavern vault.
Monsters
Acquisitions Incorporated
cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally
regions within 6 miles of the lair.
Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.
Subterranean beasts within 1 mile of the ancient deep crow's lair serve
Monsters
The Book of Many Things
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere’s area is heavily obscured and is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
’s wall—the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds
Monsters
Fizban's Treasury of Dragons
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
existing abundance of amethysts remains, but new crystals and geodes form at a normal rate.Force, PsychicChange Shape. The dragon magically transforms into any creature that is Medium or Small, while
Zariel
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils
Imprisonment
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
other creatures to see in), but nothing else can pass through, even by means of teleportation or planar travel. The gemstone can't be cut or broken while the spell remains in effect.
The special
the target. The condition can be as specific or as elaborate as you choose, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that
extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
convey the same warning in unison.
Bruce Brenneise A bruised-purple sky and a
swarm of hornets herald
the coming apocalypse
Warnings could also be natural (or supernatural) indicators
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Warnings Warnings are the first stage of an apocalypse. A warning can involve a divine voice or a messenger telling people that the end is near, that punishment is coming unless they change their
convey the same warning in unison.
Bruce Brenneise A bruised-purple sky and a
swarm of hornets herald
the coming apocalypse
Warnings could also be natural (or supernatural) indicators
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman. They carry with them a warning: war is coming for Kalaman. The city’s leaders recruit the characters to help identify and resist the threat of the Red Dragon Army. As the characters travel the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Fheralai as a warning. Each zombie is spattered with an unusual amount of dried bird droppings. Characters who’ve already visited the ruins of Iniarv’s Tower recognize them as coming from that location
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman. They carry with them a warning: war is coming for Kalaman. The city’s leaders recruit the characters to help identify and resist the threat of the Red Dragon Army. As the characters travel the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Fheralai as a warning. Each zombie is spattered with an unusual amount of dried bird droppings. Characters who’ve already visited the ruins of Iniarv’s Tower recognize them as coming from that location
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crowbars to open the crypt door, while Ghald keeps watch. Unferth is the group’s spokesman, although Ghald is in command. If the Kraken Society agents see the party coming, Unferth calls out a warning
, and they intend to keep it. Ghald waits and watches to see if the adventurers can be scared away. When he decides conflict is likely, he attacks without warning. This act forces the others to join the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in rotting clothes and furs — the remains of Malar worshipers killed by the green dragon’s poison breath. Wyllow dragged the corpses here and left them to rot, as a dire warning to others who would betray her. A search of the bones reveals nothing of value.
7. Alcoves of the Dead Four deep alcoves, each roughly 10 feet wide and 15 feet tall, line the cavern wall south of Wyllow’s tower. Strewn about in them are the skeletal remains of sixty humans clad
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in rotting clothes and furs — the remains of Malar worshipers killed by the green dragon’s poison breath. Wyllow dragged the corpses here and left them to rot, as a dire warning to others who would betray her. A search of the bones reveals nothing of value.
7. Alcoves of the Dead Four deep alcoves, each roughly 10 feet wide and 15 feet tall, line the cavern wall south of Wyllow’s tower. Strewn about in them are the skeletal remains of sixty humans clad
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crowbars to open the crypt door, while Ghald keeps watch. Unferth is the group’s spokesman, although Ghald is in command. If the Kraken Society agents see the party coming, Unferth calls out a warning
, and they intend to keep it. Ghald waits and watches to see if the adventurers can be scared away. When he decides conflict is likely, he attacks without warning. This act forces the others to join the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Curses An ancient warning echoes in a tomb robber’s mind. A lost treasure bears a magical affliction, assuring it remains lost. A dying priest’s last breath carries a portent of doom. Curses come in
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
brief warning message to Iarno as soon as it detects intruders. The rat moves at a speed of 20 feet and has AC 10, 1 hit point, and no effective attacks. If the rat is killed, it disappears. If the
characters leave the rat unharmed, it follows them around as though curious or hungry. It might even feign affection for a character who feeds it, though it remains absolutely loyal to Iarno. Books and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Curses An ancient warning echoes in a tomb robber’s mind. A lost treasure bears a magical affliction, assuring it remains lost. A dying priest’s last breath carries a portent of doom. Curses come in
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
brief warning message to Iarno as soon as it detects intruders. The rat moves at a speed of 20 feet and has AC 10, 1 hit point, and no effective attacks. If the rat is killed, it disappears. If the
characters leave the rat unharmed, it follows them around as though curious or hungry. It might even feign affection for a character who feeds it, though it remains absolutely loyal to Iarno. Books and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
disturbed or targeted by a dispel magic spell. The skeletons lying at the statue’s feet are the remains of long-dead adventurers placed here as a warning not to disturb the 7-foot-tall statue. A character who succeeds on a DC 15 Intelligence (Religion) check can ascertain that the statue depicts Shar.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
long metal table fills the center of this meeting room. Skeletal remains of three escaped prisoners are slumped on the table. The remains rise as three skeletons that attack anyone who enters the room
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
long metal table fills the center of this meeting room. Skeletal remains of three escaped prisoners are slumped on the table. The remains rise as three skeletons that attack anyone who enters the room
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
stands besides the dock, awaiting your arrival. Though he does not lower his cowl, he greets you warmly.
“Congratulations on your finding us! The Monastery of the Distressed Body remains ever open to
(area M3). If they demure or refuse, Lean Meimbaol does not interfere with their exploration of the monastery. However, he does issue a subtle warning. “It makes no difference, really. All who come here find their way to the Grand Master . . . eventually.”
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
stands besides the dock, awaiting your arrival. Though he does not lower his cowl, he greets you warmly.
“Congratulations on your finding us! The Monastery of the Distressed Body remains ever open to
(area M3). If they demure or refuse, Lean Meimbaol does not interfere with their exploration of the monastery. However, he does issue a subtle warning. “It makes no difference, really. All who come here find their way to the Grand Master . . . eventually.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
disturbed or targeted by a dispel magic spell. The skeletons lying at the statue’s feet are the remains of long-dead adventurers placed here as a warning not to disturb the 7-foot-tall statue. A character who succeeds on a DC 15 Intelligence (Religion) check can ascertain that the statue depicts Shar.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
guardians created from humanoid remains by Claugiyliamatar, hide behind vines and watch the nearby forest from area C1. If the wood woads notice the characters attempting to enter the cave, they climb
ghoul, skeleton, wight, or zombie. Claugiyliamatar’s servants placed these trophies as a warning, but the grisly display has done nothing to deter the undead attacks.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
notorious region of Furygale. Roped off by magical wards and warning signs, Furygale is several acres of ever-changing magical energy, gales of ice and wind and fire, and elementals gone rogue. While
dangerous, it also provides a source of wild inspiration, and it remains a popular spot for students who want to duel without being interrupted by faculty.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
guardians created from humanoid remains by Claugiyliamatar, hide behind vines and watch the nearby forest from area C1. If the wood woads notice the characters attempting to enter the cave, they climb
ghoul, skeleton, wight, or zombie. Claugiyliamatar’s servants placed these trophies as a warning, but the grisly display has done nothing to deter the undead attacks.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
notorious region of Furygale. Roped off by magical wards and warning signs, Furygale is several acres of ever-changing magical energy, gales of ice and wind and fire, and elementals gone rogue. While
dangerous, it also provides a source of wild inspiration, and it remains a popular spot for students who want to duel without being interrupted by faculty.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks. The first warning an adventurer receives of an ooze’s presence is often
passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the hobgoblin phalanx in area 9c. 9a. Training Room Characters who listen at the door hear guttural cheers coming from within. The room contains six hobgoblins. Two are engaged in mock swordplay
the floor. Dust and cobwebs cling to its sides, obscuring ancient inscriptions. The sarcophagus contains the dusty remains of a Melairkyn dwarf entombed here thousands of years ago. The inscriptions on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
branches twist together to form a humanoid-looking body with a head and limbs. Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink
Perception 9
Languages understands Common but can’t speak
Challenge 1/8 (25 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.