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Returning 35 results for 'defeated stone'.
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defeated score
defeat stone
detected stone
Monsters
Fizban's Treasury of Dragons
Intelligence as the spellcasting ability (spell save DC 20):
1/day each: dissonant whispers, hold monster, meld into stone, telekinesis, teleportThe dragon can take 3 legendary actions, choosing from
discuss how they might reunite and restore Sardior, the Ruby Dragon.
2
A horde of revenant;revenants led by a death knight has one goal—destroying the ancient sapphire dragon who defeated
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
come stomping down a corridor toward them at any time, smashing through any doors in its path. Or it could burrow through a wall to reach the characters, exploding forth in a hail of stone fragments. If
a wandering umber hulk is defeated, remove it from area 26 or have only one umber hulk in area 34. If the characters have already defeated the three umber hulks in those areas, assume this wandering one is a new arrival.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
L1: Entry Caverns Caused a face to say “aah” +1 Asked a face which way to go or used the word “truth” +1 Recovered any gems +1 Got bit by a stone face −1 L2: Slate Chamber Defeated the clay golem
+1 Removed the sword stuck in the clay golem’s chest +1 L3: Guano-Covered Cave Defeated the cloaker +1 Used the tunnel ledge to access the areas to the north +1 L4: Littered Cave Avoided the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Space Orogs”) are camped here. Subtract from this number any orogs previously encountered and defeated as wandering monsters.
One of the orogs has 60 hit points and is bigger than the others. Her
name is Rukha, and until recently she served as first mate aboard the Scavenger (see area 13).
Treasure Rukha the orog has a sending stone tucked in one of her gauntlets. Rukha’s mate, the former cook of the Scavenger, had the matching stone but lost it (see area 13c).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
C1. Henge Atop the hill is a ring of eight upright stone structures, each one consisting of two 10-foot-high vertical stone slabs spaced 5 feet apart and topped with a 3-foot-thick flat lintel stone
Narux are either performing a ritual to summon Gorthok the Thunder Boar, or they are making a sacrifice to appease Talos and call forth a storm. If the characters have not yet defeated Gorthok, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
17. Sauna Heat rises from an enormous oval stone set into the floor of this chamber. Discarded skins are heaped around it, and shelves underneath it are lined with jars. A snake-headed yuan-ti sheds
his skin while two strong, bare-chested human men with spears look on.
The oval stone is 8 feet tall and made of porous rock. Situated atop a volcanic vent, it transfers heat evenly throughout the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H20. Roof If the characters haven’t defeated Cryovain yet, the final encounter with the young white dragon occurs here as it stubbornly defends its new home. The rooftop is enclosed by a 3-foot-high
battlement, except in the corners where the wall has collapsed. Cylindrical stone chimneys jut 5 feet above the rooftop but are too narrow for even Small characters to squeeze through. These chimneys
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Barovian crest are hung neatly on the dark, oak-paneled walls. If he has not been defeated elsewhere, Rahadin (see appendix D) is here, waiting for the characters to arrive so he can kill them. A shadow
wall. It can be pulled open to reveal a dusty, web-choked staircase of ancient, worn stone (area K79) that descends into darkness.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
other liquid, the cauldron substitutes for the normal material components needed to cast the augury spell. The cauldron is worth 25 gp. Developments The stone giants are reluctant to share any information, but if defeated and either threatened or bribed, they might cooperate.
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
exertion. If the drow are defeated while on Big Belchy’s back, the Stone of Golorr tumbles off the mechanical dragon turtle’s shell and drops into Deepwater Harbor. If the water is deep enough, the
(area D1) and wait to be rescued. When the characters confront them, Fel’rekt and Krebbyg stall for time until their escape vehicle arrives. If either drow falls, the other tosses the stone into the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
some other liquid, the cauldron substitutes for the normal material components needed to cast the augury spell. The cauldron is worth 25 gp. Developments The stone giants are reluctant to share any information, but if defeated and either threatened or bribed, they might cooperate.
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
teleportation circle to collect the stone. Once the simulacrum is defeated, the characters can use the stone to learn that the entrance to the Vault of Dragons is hidden below a mausoleum in the City of the Dead
, they’re willing to thumb their noses at local authorities and risk death in pursuit of the Stone of Golorr. Summary The stone is delivered to Thrakkus, a dragonborn butcher in the Field Ward (encounter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. One of the drow quickly finds the stone and takes it before the characters show up. Unless they were defeated earlier in the adventure, these drow are Jarlaxle’s lieutenants: Fel’rekt Lafeen
Old Tower: Autumn The characters come to this crumbling tower in the Dock Ward looking for the Stone of Golorr. Members of Bregan D’aerthe follow them invisibly. Superstitious locals think the tower
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Lorehold Deans’ Wing Features The following are general features of the Lorehold Deans’ Wing: Structure. The exterior walls of the Deans’ Wing are heavy stone construction, while the interior walls are
invisible stalker is defeated, whenever the characters enter a room, roll a d20. On a roll of 18–20, the invisible stalker is in that room. Otherwise, any significant noise the characters make attracts
Orc
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Volo's Guide to Monsters
; their loyalty by turning them into slaves.
If a tribe is defeated and driven from its lair, the survivors might come under the sway of a strong but dimwitted creature, such as a hill giant or an ogre
swallow a stone.
A tribute of elf ears brings favor from Gruumsh.
If you bury five stones at dawn before a long journey, you will always find your way back to the war hearth.
Stomping your foot three
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Circle member who died trying to recover Kateri Shadowborn’s sword—is now a Revenant. Once the knight is defeated, the Circle gives the characters its fort as a Bastion (detailed in the Dungeon
. Levels 9–11. Once the characters have the Four Keys, Kateri’s spirit instructs them to travel to the Stone Circle in the Phantasmal Forest, where the sword can be magically reforged as a Holy Avenger. With this weapon, the characters journey to Shadowborn Manor and face Ebonbane.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cellar Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands
an unlocked door with a cellar beyond. When the characters open the door, read the following: The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
returns. Netherskull. Unless it has been defeated elsewhere, the death tyrant floats 30 feet above the stone-tiled floor of this 40-foot-high chamber. Netherskull seeks to destroy intruders and animate
Beholder Statue Hanging from the 30-foot-high, domed ceiling by three iron chains is a 6-foot-diameter carved stone beholder. Netherskull carved the statue using its carefully manipulated
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Stone Bridge See chapter 2 for more information on the Stone Bridge. When the characters reach the middle of the bridge, read the following text: You see half a dozen figures on the bridge ahead
triumph. Once three of the thugs are defeated, the remaining two surrender and the mage casts fly on himself to escape. Interrogations. If the characters take prisoners, they can interrogate their
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
dug out of the hillside. When the characters arrive, the anchorites are gathered on the hilltop. If Gorthok has not been defeated yet, the anchorites are in the midst of summoning the great boar
mouth braced by two rectangular stone slabs topped with a heavy lintel stone. All the caves have 7-foot-high ceilings and crude wooden gates for doors. Each cave features a different layout but has
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the settlements of the Savage Frontier for a time. Ultimately, they were defeated and forced to withdraw to their lairs, while Tiamat was banished to the Nine Hells. Fear of the dragons’ wrath has
— and not just frost giants and hill giants, but also stone giants, fire giants, and cloud giants. All of the giants are in an uproar. Reports of giant attacks throughout the North have reached the
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
. “This is the final product of Soth’s rage. Quell it once and for all.”
When the door is open, a Zombie Clot tumbles from the stone structure and attacks. Any creatures standing in the spaces in
again when it’s defeated. This encounter is very difficult, but the characters have some advantages: Deathly Stench. The zombie clot’s Deathly Stench trait isn’t enabled until the zombie clot at each
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Creatures from the Giant Kin Encounters table (see chapter 3) have taken control of the hall but are plagued by restless spirits. The ghosts and wraiths of defeated foes, along with creatures from the Giant
adventurers to help her thwart the devil’s designs, because she can’t take on the devil’s minions (from the Fiendish Incursion Encounters table in chapter 3) alone. Turn of the Dynasty The stone giant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Characters might stumble across him as they explore his chambers. 2a. Water Pump In the center of this room is a rusted iron hand pump and a deep stone basin. This pump draws water from a spring
between levels of the dungeon. Using an action to crank the pump draws 1d4 + 1 gallons of potable water into the stone basin. 2b. Abandoned Laboratory This room is filled with dusty tables and cauldrons
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
members’ stat blocks). If the characters are defeated or surrender, they’re taken as prisoners to Camp Carrionclay (detailed later in this chapter). Dragon Army Patrol d4 Encounter 1 8 baaz
Gate The characters find a stone archway lined with sigils. This gate used to be a teleportation gate—part of a magical transportation system created by Istarian mages. It once stood in Onyari before
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
one finger, the apparition of Reggaryarva summons a frost giant skeleton (see appendix C) to challenge the party. If the skeleton is defeated, it disappears, and Reggaryarva summons two invisible
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Haayon the Punisher This encounter occurs only after the prophets of the Cult of the Howling Hatred and the Cult of the Crushing Wave have been defeated. Bands of raiders roaming the area, minor
defeated temples; one such leader is Haayon the Punisher. Haayon is a cloud giant who hopes to become the next leader of the air cult. Late to answer the call of Elemental Evil, he recently arrived in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sneaks out invisibly and uses its spells to make illusory modifications to the stone giants’ caves, confounding the giants for its own amusement. The giants have no clue who or what is responsible for
this magical mischief. The faerie dragon would like to get rid of Maddgoth’s homunculus, which has become a troublesome reminder of the castle’s true owner. Otto has defeated the homunculus in physical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Vampire Boss If the characters haven’t already encountered and defeated Keresta Delvingstone, she’s here when they arrive (see “Keresta Delvingstone”). The vampire is not alone. The room’s
features are as follows: Ceiling. The 30-foot-high ceiling is supported by two thick stone columns that have rusty iron torch brackets mounted to them.
Vampires in the Fog. The floor is heavily obscured
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
relative positions of the six main kinds of giants, with storm giants at the top, followed (in order) by cloud giants, fire giants, frost giants, and stone giants, with hill giants at the bottom. Other
, frost giants based on physical strength, and stone giants based on a combination of artistry and rock throwing. Hill giants give their respect to larger and stronger giants without putting much thought
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the stone idol. Four human figures in occult robes gather around the statue, chanting ominously.
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a
: Woods (Occult Ritual)
Treasure. The characters can take robes from the defeated cultists. For each robe they take, give the players a Cultist’s Robe. Sacred Spring Deep in the heart of the forest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Spellcasting Hall This room has a vaulted ceiling 30 feet high. It is lit by continual flame spells cast on stone wall sconces shaped like fiendish claws. The walls, floor, and ceiling are
stands atop a stone dais and depicts Halaster Blackcloak in a robe covered with unblinking eyes. He clutches a staff.
West Statue. This statue depicts a long-haired woman armed with a gnarled wand. She
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
flanked by a pair of twenty-foot tall stone statues of rough-hewn humanoids, their faces grim masks of forbiddance. Next to each statue is a human guard encased in stone armor.
Two Black Earth
characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: “We walk in the shadow of Ogrémoch!” If the characters refuse
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
worktables occupy the room’s center, each covered with papers and dirt-encrusted stonework. Stone statues of dragons stare from between the shelves, and at the room’s far end, wing-backed chairs face
. Throughout the battle, Tullus clutches the green orb. The wicked mage Murgaxor controls her through this device, but separating her from the orb doesn’t break Murgaxor’s control. When Tullus is defeated or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the fog. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two
through the gates or skirts around them when they are closed (see “Mists of Ravenloft” earlier in this chapter). If Strahd is defeated, the gates of Barovia swing open, and the road east becomes clear