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Returning 24 results for 'consists causing'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Link. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks
, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked
Elder Brain
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Monsters
Volo's Guide to Monsters
":"psychic"} psychic damage.
Sever Psychic Link. The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have
with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
are causing trouble in the Cairn Hills. They’re raiding merchants, hoping the dragon will allow them to return home as its loyal servants. Hook. A merchant named Nondy Barducks (a Lawful Neutral, gnome
wants protection this time. He offers to pay each character 150 GP. Encounters The adventure consists of these encounters. Kobold Bandits. Along the road, the wagon is surrounded by eight Kobold
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
surprised, because it’s obvious that a fight is brewing. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor. Developments Redbrands
to Phandalin, make it clear that the Redbrands are causing even more trouble, and that they need to be dealt with.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and attacks the party on sight. It prefers to attack while clinging to the ceiling. Demon Pack This pack consists of a quasit leading 1d4 + 2 dretches. The quasit turns invisible and tries to escape
rolling a d4 and consulting the Beneath the Yellow Mold table. Tampering with the mold-encrusted object causing the yellow mold to release its deadly spores. Beneath the Yellow Mold d4 Encounter 1 A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and claws of giant crabs feature heavily in the architecture.
If the characters get to shore without causing a conflict with the yuan-ti, they can move freely (if carefully) around the village. (The
grippli live in each home, which consists of a single medium to large room, lit with simple fish oil lamps. Grippli don’t sleep in the water, but in soft hammocks suspended over it. Their personal effects
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is buried under rubble. 14c. Den and Library This corner room consists of two levels. The lower level is the den. It is decorated with overstuffed chairs and bearskin rugs, and the walls are adorned
. (Only Lady Nandar was able to open the chest without causing the sword to attack.) The guards in area 14A try to prevent anyone from looting the contents of the chest. Treasure. The interior of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
(Perception) check reveals the trip wire and the net. A successful DC 15 Dexterity check using thieves’ tools disables the trip wire without causing the net to drop or the bell to ring; failing the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
the characters, as well as all the information in the “Location Overview” section, except for the details about the alkilith. She does not know what is causing Lhammaruntosz’s madness, but she does
half as much damage on a successful one. Treasure. The treasure around the statue consists of a scimitar of speed, a cloak of the manta ray, a masterwork painting of a ship at sea set in a gold frame
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
referred to as the Chandelier, this district mainly consists of picket keeps—strongholds governed by pious champions of justice and mercy. The Chandelier includes the following locations: Nimbron
asks the characters to take the podium. 4 The faith of a divine champion (gladiator) begins to waver in the Chandelier, causing their cloud keep to shudder. A lantern archon (see Morte’s Planar Parade) asks the characters to erase the warrior’s doubt before their fortress falls from the sky.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, figure out how to sever a wagon axle with a single hit, causing the wagon bed to fall and spilling Guh onto the floor. Hitting the axle just right requires a successful melee or ranged attack against AC
. The rest of Guh’s treasure lies amid the refuse of her past meals and consists of 5,600 cp, 2,200 sp, 630 ep, and 150 gp; a wooden rocking horse with silver inlay and blue quartz eyes (worth 25 gp); a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
college, the Hall of Records was foreclosed on for a slightly overdue debt to the Fated centuries ago. The Fated has since repurposed the building as its headquarters. The campus consists of six
might makes right and the Takers hoard their spoils. Giants stomp out of the portal to squash intruders in the name of the Fated, causing books and scrolls to quake in their lumbering wake. Hall of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
birds are common sights on the island. They feed on flying snakes, and tortles hunt them for sport. Blood hawks appear only during the day, and a typical encounter consists of 2d6 blood hawks that
Handling) check can remove a calm snake from the container without causing it to attack or fly away. Geonids Geonids live in mountain caves, but they can be encountered anywhere on the island. If the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chamber to hold captives that it chooses not to kill. The simplest kind of prison, easy enough for a beholder to create, typically consists of 20-foot-deep holes disintegrated into the floor
be empty, be filled with mud (causing anything trapped in it to eventually drown), or have spikes at the bottom. Door Trap. In a seldom-used cavern with a high ceiling, a beholder might erect a wall
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the
psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked. Telepathic Eavesdropping. The elder brain can overhear any telepathic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
missing skulls were taken by kobold vampire spawn and placed in area H20. Terrible psychic trauma lingers in this cave, causing any creature that enters it to feel intensely hungry, even after leaving
spawn in area H17. H15. Drakareth’s Doom This location consists of multiple areas: An empty cave to the northeast has a 20-foot-high domed ceiling, naturally formed stairs leading up to area H11, and a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside a hollow red triangle.
Patrols. Four bands of hobgoblins patrol Azrok’s Hold. Each patrol consists of three hobgoblins and a hobgoblin captain, who interrogates visitors and demands to see
to telepathically summon its thralls from area 21f to kill anyone who knows its secret. (It hides the bodies in area 22.) The room’s centerpiece consists of two elegant chairs made of petrified wood
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
consists of four human Cultist Fanatics patrolling the temple grounds. The cultists complete a route around the temple every 20 minutes. They’ll arrive within sight of the vestibule entrance (area T2) in 3
. Alternatively, the characters can use the heavy undergrowth to ambush the cultists, causing the cultists to have Disadvantage on their Initiative rolls. Dumped Body. As a Search action, a character can examine
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
consists of a maid (LG female human commoner) and a cook (LG male human commoner). The other two beds belonged to the butler and the baroness’s lady-in-waiting, both of whom have gone missing (see area N3t
wall of this otherwise empty closet is a badly beaten man wearing nothing but a loincloth. The iron shackles have cut into his wrists, causing blood to trickle down his hands. The man is a Vallakian
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
Psychic Infiltrators. When an elder brain infiltrates a mind, it alters the creature’s perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder
brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
outer tower. The bridge and the tower walkway lack railings. Their planks and stones groan and crack underfoot but are safe to walk on. K10. Wizard Statue This level of the outer tower consists of a
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
corpse’s neck. The corpse conceals a patch of yellow mold. If touched, the corpse slumps forward, causing the mold to eject its spores. A character who examines the corpse and succeeds on a DC 18 Wisdom
mistakenly punctures an egg sac, causing a hostile swarm of insects (spiders) to burst forth from the cocoon. Additionally, a blue key card is caught in the webs. A character who inspects the webs and succeeds
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
that remained inactive become inert and can’t be activated thereafter. Treasure. The treasure in this sector consists of materials and tools used in the creation of the golems. As such, the value of
the panel without causing damage. Treasure. Each Thayan has a fine chisel (worth 50 gp). At the feet of the golem are a few jars of rare oils and boxes of rare powders. A character who succeeds on a DC
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
with a Pearl of Power. G11: Barkburrs’ Grove Matias Tapia Spooky faces haunt the burled trees of the barkburrs’ gloomy thicket A dense grove here consists of eerie oak trees. From the corner of the eye
throw, taking 31 (7d8) piercing damage from its thorns on a failed save or half as much damage on a successful one. Roses. The lovely scent of the roses fills the arbor inside the hedge walls, causing a






