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Returning 35 results for 'danger increase are bones'.
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Monsters
Mythic Odysseys of Theros
become part of her throne.
Hythonia as a Mythic Encounter
Hythonia serves as a potent threat against even high-level characters, but you can increase the challenge by using the Shed Skin trait. When
this happens, Hythonia heals many of her wounds and slips away from danger, and then she can choose one of her mythic actions when she uses a legendary action.
You might foreshadow Hythonia using her
Backgrounds
Tomb of Annihilation
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
exploring is part of a plan to find the secret of everlasting life. (Any)
6
Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
d6
Bond
feats
General Feat (Prerequisite: Level 4+, Dexterity 13+)
You are small and thin for your species. You have a mysterious and consistent ability to avoid danger. You gain the following benefits:
Ability
Score Increase. Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20.
Dodgy. While you aren’t wearing armor or wielding a Shield, you can take the Dodge action as a
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
premonitions of danger and, unless you are incapacitated, can’t be surprise;surprised.
If you start your turn with at least 1 hit point, you regain 1d10 hit points.
If a creature has a skeleton
, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
they raise it themselves?
Summary. The beginning of each cave presents its central conflict, as well as optional ways to increase or decrease the difficulty. If the characters are level 1, don’t
increase the difficulty.
Bold Terms. When a monster’s name appears in Bold type, that’s a visual cue to say, “Hey, DM, you should get this stat block ready. You’re going to need it.”
You can
Orc
Legacy
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Species
Volo's Guide to Monsters
corpse’s ears for three days to ward off any retribution, and then bury or burn them.
Three ravens is always a good sign.
It is good luck to spit where you are about to sleep.
Gnome bones can
rarely keep records or write down their thoughts. When orcs need to communicate in writing, they use crude symbols to convey basic information, such as “food stored here,” “danger close
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
steer them away from danger, in which case roll two d20s and take the lower result. Maze Encounters d20 Encounter 1–10 No encounter 11–12 Corpse 13–14 Gnawed bones 15–17 2d4 gnolls 18–20 1d6
minotaurs Corpse The characters stumble upon the headless remains of a butchered corpse belonging to a dead dwarf, gnoll, human, or svirfneblin. Gnawed Bones A pile of cracked and gnawed bones is laid out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. We All Float Down Here A dead grimlock in a forlorn passageway is evidence of danger on the underground river. 11a. False Boat Tethered to the mouth of a narrow cave at water level is what
reveals that the grimlock’s bones have been picked clean by acid, and its eyeless skull is turned toward the narrow passage that leads west. The grimlock’s bony arm and hand also point in that direction. The skeleton was left here by the mimic and hides nothing of value.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
-traveled road. The heroes must find out where all that loot is going, which means taking a long, danger-filled trip northward. The characters should travel from the abandoned cult camp southeast of Greenest
Elturel in about six days. They make the journey without incident, unless you throw an encounter or two at them to spice up the trip or to increase their XP totals. Encounters with bandits, humanoid clans, and roving monsters are appropriate in the untamed expanses of the Greenfields.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
offerings from her town’s people and now heads to the shrine known as the Gate of Illumination to pray for an end to the danger. Unknown to Ameyali, dangerous Elemental creatures roam the land. Salamanders
they slumber in are quiet. When they awaken, the volcanic dangers across Tletepec increase. Izel, finding himself the only one of his kind active in the region, seeks to awaken his fellow tlexolotls
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
road. The heroes must find out where all that loot is going, which means taking a long, danger-filled trip northward. The characters should travel from the abandoned cult camp southeast of Greenest to
Elturel in about six days. They make the journey without incident, unless you throw an encounter or two at them to spice up the trip or to increase their XP totals. Encounters with bandits, humanoid clans, and roving monsters are appropriate in the untamed expanses of the Greenfields.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
traits in common, in addition to the traits they share with other elves. Ability Score Increase. Your Constitution score increases by 1. Sea Elf Training. You have proficiency with the spear, trident
any beast that has an innate swimming speed. Languages. You can speak, read, and write Aquan. SAHUAGIN: DANGER FROM THE DEPTHS
The sea elves face as many perils in their watery world as other elves
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, Virgil is indebted to them for avenging his former master. The bird follows the group and does what it can to help. It can warn of danger, carry notes or messages, and so forth. Use the stat block for a hawk, but increase its Intelligence to 9.
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
great danger to anyone who goes near the water. Giant smiths at the Star Forge once used magical rings to protect themselves against acidic compounds; the characters might be able to find such rings in
the ordning. However, Brimskarda’s standing has waned in recent years. Brimskarda’s scheme to kidnap Theldin and exploit his skill is no doubt part of a plan to increase her standing, likely by using
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
feeling free of mystery or danger, consider using tips from the “Marks of Horror” section to increase the ominousness. If a combat encounter feels too easy, either (a) guide it to its end as quickly
as possible or (b) increase the threat by raising a foe’s hit point maximum to the upper end of its hit point range, by adding monsters/traps, or both. Areas by Level Avg. Level Area Chapter 1st
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
neighbors, particularly the drow, the settlements and kingdoms of svirfneblin are in constant danger of being relocated, conquered, or destroyed. Such was the fate of Blingdenstone, one of the
, svirfneblin tend to be neutral, they weigh 80 to 120 pounds, and they reach maturity at 25 and live 200 to 250 years. Ability Score Increase. Your Dexterity score increases by 1. Superior Darkvision
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
character can get her to stand down by succeeding on a DC 18 Charisma (Persuasion) check. But any hint of a subsequent threat—or if she fears any danger will come to her children—ends negotiation and she
interactions with the characters. Use the commoner stat block for them, if necessary. Change their creature type to Giant and increase their Strength to 14 (+2). They’re too young to speak fluently, but they know a few words of Giant (see the “Fire Giant Baby Talk” sidebar later in the adventure).
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Underworld. You planned revenge, but were awed at the sight of her and devoted yourself to her service.
5 You were a champion of Heliod until the emergence of Klothys showed you the danger
who suffer, and I mean to keep them safe. (Good)
Earning and Losing Piety You increase your piety score to Klothys when you expand the god’s influence in the world in a concrete way through acts
Magic Items
Infernal Machine Rebuild
bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight.
09
You summon a unicorn that obeys your commands. If you give a command that
automatically know the direction to the greatest danger within 500 feet of you.
You leave a trail of black footprints that allow anyone to automatically follow you.
45
You can cast the detect
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of monsters in an encounter. For example, one bandit gang might be an unruly mob of braggarts, while the members of another gang are always on edge and ready to flee at the first sign of danger
. Monster Personality 1d8 Personality 1 Cowardly; surrenders easily 2 Greedy; wants treasure 3 Boastful; makes a show of bravery but runs from danger 4 Disorderly; poorly trained and easily rattled 5
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
then bury or burn them. Three ravens is always a good sign. It is good luck to spit where you are about to sleep. Gnome bones can ward off diseases if they are worn. Don’t stand inside a ring of
crude symbols to convey basic information, such as “food stored here,” “danger close,” or “go this way.” A orc raiding party might leave such a sign in its wake, as an aid to other warriors that travel
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bones. This macabre crafting is the height of ogre culture. Ogre
Large giant, chaotic evil
Armor Class 11 (hide armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR
19 (+4)
DEX
8
true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
, which increase its challenge rating to 8 (3,900 XP): It has 161 (14d12 + 70) hit points. Its Strength and Constitution are 20 (+5). On one of its claws it wears a rune-covered copper band that makes it
intelligently attack intruders, being careful not to bump the protective skin walls. The crab is experienced in fighting in this manner, as is evidenced by the bones scattered about, but the characters are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the rhyme until it’s done.
Page 3: Keep the spider locked away.
Page 4: See the lever, clear as day.
Page 5: Spin, spin, iron spider.
Page 6: Turn their flesh and bones to cider.
Page 7: Speak
danger is the ceiling, which appears to be smooth-cut stone but is actually thin plaster. Five feet above the false plaster ceiling is the room’s true ceiling, which has a bladed fan shaped like a giant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
longer poses a danger to anyone.) Innermost Door. This thick stone door is flanked by bas-relief carvings of dwarves, their faces and beards chipped away. A dwarf can open the door, but no other creatures
that caused the block to fall, and the trap no longer poses any danger.) Innermost Door. This thick stone door has the same appearance and properties as the one in area 14a. 14c. Hall of Stone Big Xorn
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
: Level 4+, Strength 13+) You gain the following benefits. Ability Score Increase. Increase your Strength score by 1, to a maximum of 20. (This is included above.) Heavy Weapon Mastery. When you hit a
Advantage on your next attack roll against that creature before the end of your next turn. Level 2: Danger Sense You gain an uncanny sense of when things aren’t as they should be, giving you an edge
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rest in the cave receives at the end of the rest a vague vision of a danger it might face within the next 10 days. If the creature isn’t an aberration, it must succeed on a DC 14 Wisdom saving throw or
dissipates without effect. The coffin holds the bones of Ogrorlo and the aboleth’s treasure (see “Treasure”). Treasure. Ogrorlo’s coffin holds a trident of fish command left behind as tribute by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stream 19 Warning sign 20 Webs Boneyard The characters come upon an eerie cavern littered with countless bones of various creatures. Whether the site is a natural graveyard for some Underdark species or
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the cavern is in no immediate danger of collapsing. See the “Cave-In!” section for details on how that might change. Elevator. The elevator is rusted in place, and the shaft it once traversed is
health to avoid the threat of disease that comes from working with the dead. H3: Corpse Disposal The stench here is horrendous. Hundreds of humanoid and animal bones fill the chamber in charnel heaps
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
absolute, in part because she suffers no competition or divergent viewpoints. And her regime is in no danger, yet to an outsider in Tu’narath it might seem as though the place is in decline. Indeed, in a
her seeming invincibility, Vlaakith finds herself in an awkward situation that — in her paranoid mind — has no easy resolution. If she keeps her people busy more often by ordering an increase in
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
purpose of increasing ferocity, the GM is free to determine that two or three weak creatures might count as only one creature for that purpose.
Rampage After rolling to increase ferocity at the start
any potential targets, they move as far as they can in a random direction determined by the GM, avoiding danger. When a companion who has entered a rampage resolves their action or ends their turn
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Stirges)
Adjusting the Difficulty. To make this encounter easier, you can reduce the number of Stirges, or you can increase the difficulty by adding one or more Gnoll Warriors drawn here by the
character can scan the mud mounds for signs of danger, detecting the lizardfolk with a successful DC 15 Wisdom (Perception) check.
Fighting the Lizardfolk. If a character approaches the mound or disturbs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reach the settlement safely and promptly. 17b. Bugbear Sentries Hunkered down near the eastern wall of this 15-foot-high cave, gnawing on old bones, are six bugbears with orders to attack any non
and Zob, found a treasure buried in the ruins of Stromkuhldur (see “Treasure” below) and brought it here to inspect it more closely. The goblins are oblivious to the danger nearby (see area 17d) and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
be heard everywhere on the battlefield, but they have no source. Crumbling buildings, bare trees, blast craters, and jumbles of bones around spears and swords indicate an immense battle. None of the
.
A wary nycaloth named Nellik lairs in the windmill. Nellik’s adjutant, a wary mezzoloth named Frevvik, wears a war horn on a strap and keeps watch nearby for danger. Nellik’s greataxe is a flayer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
(Stealth) checks made to hide unless a character specifically looks for danger overhead, so they might surprise the party. The stream exits the south wall of the cavern through a passage only 3 feet high
darkness. Numerous rock columns rise to meet the stone overhead. The air is thick with troglodyte stench, and the floor is littered with refuse from the monsters’ meals and gnawed bones of dubious






