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Returning 16 results for 'dangerous intense are bending'.
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Monsters
Vecna: Eve of Ruin
resembles a skeletal, shadowy werewolf in hybrid form. Deathwolves can’t shapeshift, but they can create dangerous illusions. A deathwolf’s bite makes its victims more susceptible to the
mind-bending phantoms the deathwolf can conjure.
Deathwolves in Dragonlance
On the world of Krynn, deathwolves are associated with Lunitari, Krynn’s red moon and the god of neutral magic. The
compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
into a sinkhole long ago, the settlement is as dangerous to navigate as it is to trade in. A maze of homes and businesses that belong to kithkin, flamekin, and rimekin hangs precariously above the
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, they relish every opportunity to set flammable things alight, delighting in igniting paper, wooden structures, and explosives. Magmins are dangerous even in death, since they explode when they’re
other realms. They’re attracted to places of intense heat, such as volcanoes and rivers of magma. If they can’t find such favored conditions, magmins eagerly burn structures or start wildfires to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Elemental Plane of Fire like desert nomads, raiding other communities for treasure. Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of
their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity. This inherent heat is an asset to salamanders’ skill as smiths, allowing them to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
traditionally nullifies heroes’ strengths, doing so can remove the players’ agency and undercut their enjoyment. Beyond the Dungeon Master’s Guide advice for creating dangerous encounters, consider the
atmosphere for hours on end. Plan to take breaks during your game session, and encourage players to step away from the table if they need to. If you feel like the game has gotten intense or taken a turn
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the activities of the living alert the house’s spirits. Once this occurs, the House of Lament closes the domain’s borders, surrounds itself with the Mists, and conjures a powerful storm. Dangerous
character experiencing the nightmare, embellishing them or presenting them as intense but half-remembered visions. Characters might witness any of the following events: A warlord in a skull-shaped helmet
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hazards Sea travel is an innately dangerous proposition. A storm on land might bog down a caravan, delaying its trip by a few days, while at sea a storm can split a ship in two and send everyone
in the group check is a success or a failure, respectively. Determining Hazards Traveling by sea is an innately dangerous proposition. When running an ocean adventure, you can select hazards based on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
symbolize the decadence and corruption of civilization, and mages are the classic villains of these settings. Magic items are therefore rare and often dangerous. Consider conflicts like these to drive the
. Horror can be intense and personal, and not everyone is comfortable with such a game. (The advice on discussing limits under “Ensuring Fun for All” in chapter 1 is particularly important for a horror game
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
— not to mention monsters that prey on unlucky or ill-prepared miners who unknowingly invade their territory. The most intense traveling I’ve done through these hills was in pursuit of a band of
newness of the world as a contrast to the familiarity of their homeland. Few dangerous creatures lurk in the hills — they are so densely settled (on and beneath the surface) that there is little space
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to avoid being surprised. Thickets. The thickets around the clearing are difficult terrain, but they aren’t dangerous—just annoying. They provide three-quarters cover to creatures attacking through
, they yank the rods loose, bending the rods so their chains are freed. They then attack any intruders they can perceive. H4: Steep Passage From this point on, characters without darkvision will need a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-o’-wisps: devils pawning stolen souls to rule-bending angels, interplanar fences selling stolen modron parts, demodands advertising jars of their liquefied cohorts as instant bodyguards, and the like
menaces. The largest of these is the Us, a hyperintelligent hivemind based in Undersigil (detailed later in this chapter). When cranium rat populations grow to dangerous sizes, the Parakks step in to cull
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sometimes hire agents that they dispatch to investigate portents and to retrieve items the giants need for their oracles. It’s dangerous work, for two reasons. The obvious one is that the task involves
accurate one.
In the giants’ legends, Stronmaus is subject to gray moods and deep brooding that are just as intense as his moments of good humor. It is also true that storm giants aren’t as humorless
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. The stone serves as a contact stone in this zone. Heat. This chamber is uncomfortably hot due to the fire elemental in area 6. The heat grows more intense to the east and in the eastern secret
or more, the character knows that the rift is dangerous and is channeling extraplanar elemental forces. If a non-elemental creature ends its turn inside the room, it takes 5 (2d4) damage of a random
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
system’s side passages have been blocked by rubble. The limited zone that is still traversable leads the characters from the fissure to the lost shrine of destruction — and through a number of dangerous
submerged in this pool must make a DC 10 Wisdom check to endure the intense itching caused by the acid that fills it. On a failure, the character takes 5 (1d10) acid damage and gains vulnerability to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
. Such regions come into being when potent rituals go awry (or if they succeed, in the case of dangerous and destructive undertakings), in the aftermath of cataclysmic magical battles, or where an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its
security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a






