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Returning 35 results for 'dungeon and druids toxic from'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
with two hands to make a melee attack.
Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn
russet mold came from. One historical account tells of adventurers in a mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The Dungeon Master decides which of these spells are available in a campaign and how they can be learned. For example, a DM might decide that some of the spells are freely available, that others are
found as treasure. When a DM adds spells to a campaign, clerics, druids, and paladins require special consideration. When characters of those classes prepare their spells, they have access to the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The Dungeon Master decides which of these spells are available in a campaign and how they can be learned. For example, a DM might decide that some of the spells are freely available, that others are
found as treasure. When a DM adds spells to a campaign, clerics, druids, and paladins require special consideration. When characters of those classes prepare their spells, they have access to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
“Emerald Enclave,” Chapter 2) provides free food and care for the adventurers’ animals at Phaulkonmere. One adventurer receives a supernatural charm (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) bestowed by Jeryth Phaulkon (see “Emerald Enclave,” Chapter 2).
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
intruders from this point. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of
the third round of combat. Green moss grows over the remains of three headless ghouls stuffed into an alcove in the south. GNAWBONES DRUIDS
The Gnawbones are lawful evil female human druids who speak
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
intruders from this point. If the characters battle the wood woads in this area rather than outside the cave, the druids in area C3 free the owlbears in area C2, then arrive as backup at the end of
the third round of combat. Green moss grows over the remains of three headless ghouls stuffed into an alcove in the south. GNAWBONES DRUIDS
The Gnawbones are lawful evil female human druids who speak
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
this time. The frost druids who last visited her left behind an intelligent giant walrus named Ukuma. It dwells downstairs (on the dungeon level). The Codicil of White is sealed in a vault downstairs
, her roc, to cast a spell that holds the next day’s sun at bay. Otherwise, she resides upstairs (on the palace level). Auril is sometimes attended by frost druids, although no druids are present at
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
this time. The frost druids who last visited her left behind an intelligent giant walrus named Ukuma. It dwells downstairs (on the dungeon level). The Codicil of White is sealed in a vault downstairs
, her roc, to cast a spell that holds the next day’s sun at bay. Otherwise, she resides upstairs (on the palace level). Auril is sometimes attended by frost druids, although no druids are present at
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
sacks is contaminated with toxic mold. The character who discovers them must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour.
06–15 A tiny mimic is disguised as a
boggle steward in areas 36 and 37, who betrayed and left this boggle here in order to pose as both stewards and reap twice the salary. You decide whether this boggle bolts and flees the dungeon if
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
sacks is contaminated with toxic mold. The character who discovers them must succeed on a DC 12 Constitution saving throw or become poisoned for 1 hour.
06–15 A tiny mimic is disguised as a
boggle steward in areas 36 and 37, who betrayed and left this boggle here in order to pose as both stewards and reap twice the salary. You decide whether this boggle bolts and flees the dungeon if
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the
. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave The Emerald Enclave takes an interest in characters who seek to preserve the balance within Waterdeep (particularly clerics of nature, druids, and rangers). Any such character is
offers membership in the enclave and bestows on each new member a charm of restoration (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). Jeryth also offers Phaulkonmere as a safe
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the
. You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave The Emerald Enclave takes an interest in characters who seek to preserve the balance within Waterdeep (particularly clerics of nature, druids, and rangers). Any such character is
offers membership in the enclave and bestows on each new member a charm of restoration (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). Jeryth also offers Phaulkonmere as a safe
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
around the dungeon the way they do in combat. But the DM frequently checks in to make sure it’s clear where everyone is and what they’re doing.
Teamwork Matters. The player characters are working
toward a common goal. They move together through the dungeon and cooperate to overcome its challenges. When the characters enter the room, they explore different parts of the room. When Auro finds a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
around the dungeon the way they do in combat. But the DM frequently checks in to make sure it’s clear where everyone is and what they’re doing.
Teamwork Matters. The player characters are working
toward a common goal. They move together through the dungeon and cooperate to overcome its challenges. When the characters enter the room, they explore different parts of the room. When Auro finds a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with sight rot (detailed in the Dungeon Master’s Guide). Strong wind disperses the mist for 1 minute, while removing its source in the Crystal Caves causes the mist to vanish. Through the Falls
the entrance to the Crystal Caves while avoiding the toxic vapor. A5: Crashed Airship A crashed airship rests precariously atop the tepui. Those who ascend an additional 30 feet up the mountainside
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
with sight rot (detailed in the Dungeon Master’s Guide). Strong wind disperses the mist for 1 minute, while removing its source in the Crystal Caves causes the mist to vanish. Through the Falls
the entrance to the Crystal Caves while avoiding the toxic vapor. A5: Crashed Airship A crashed airship rests precariously atop the tepui. Those who ascend an additional 30 feet up the mountainside
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to drive the action of a campaign: Evil Cult. Wicked cultists infiltrate a peaceful realm to free an ancient evil entity trapped in a dungeon. Releasing the entity would surely spell the realm’s doom
. Fungal Plague. To protect a primeval forest from the encroachment of hunters and settlers, druids unleash a fungal plague that quickly gets out of hand. Old Enemy. An elusive villain who plagued the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to drive the action of a campaign: Evil Cult. Wicked cultists infiltrate a peaceful realm to free an ancient evil entity trapped in a dungeon. Releasing the entity would surely spell the realm’s doom
. Fungal Plague. To protect a primeval forest from the encroachment of hunters and settlers, druids unleash a fungal plague that quickly gets out of hand. Old Enemy. An elusive villain who plagued the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Each of these party members must succeed on a DC 15 Wisdom saving throw or return to camp with a form of indefinite madness determined by rolling on the Indefinite Madness table in the Dungeon
them to open the door, all hope of breaching the vault is not lost. You can have fate smile upon them with the arrival of three frost druids (see appendix C) who have visited the island previously
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Each of these party members must succeed on a DC 15 Wisdom saving throw or return to camp with a form of indefinite madness determined by rolling on the Indefinite Madness table in the Dungeon
them to open the door, all hope of breaching the vault is not lost. You can have fate smile upon them with the arrival of three frost druids (see appendix C) who have visited the island previously
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. RUSSET MOLD
The
attack.
Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(1d8 + 2) piercing damage if used with two hands to make a melee attack.
Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each
russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(1d8 + 2) piercing damage if used with two hands to make a melee attack.
Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each
russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby. RUSSET MOLD
The
attack.
Spores (1/Day). A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn’t a plant must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the wilderness. Evil druids left this trail. Following it in either direction leads to a spiked pit (see “Sample Traps” in chapter 5 of the Dungeon Master’s Guide). A thin tarp made of twigs
lunatic. The ground nearby is crawling with tiny twig monsters. The Barovian wilderness is home to druids who worship Strahd because of his ability to control the weather and the beasts of Barovia. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the wilderness. Evil druids left this trail. Following it in either direction leads to a spiked pit (see “Sample Traps” in chapter 5 of the Dungeon Master’s Guide). A thin tarp made of twigs
lunatic. The ground nearby is crawling with tiny twig monsters. The Barovian wilderness is home to druids who worship Strahd because of his ability to control the weather and the beasts of Barovia. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wisdom saving throw or gain a random form of long-term madness (see “Madness” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide). Cursed Island Inhabitants d6 Inhabitants 1 5d10
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
a letter of recommendation (see “Marks of Prestige” in chapter 7 of the Dungeon Master’s Guide) once the portal is destroyed. About the Lords’ Alliance. The Lords’ Alliance is a coalition of political
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wisdom saving throw or gain a random form of long-term madness (see “Madness” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide). Cursed Island Inhabitants d6 Inhabitants 1 5d10
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
a letter of recommendation (see “Marks of Prestige” in chapter 7 of the Dungeon Master’s Guide) once the portal is destroyed. About the Lords’ Alliance. The Lords’ Alliance is a coalition of political
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
with toxic spores. Few inhabit the Black Mire, except perhaps spies and rangers who use the bog to travel unseen. Reclusive druids may feel an affinity for this land, despite its repulsiveness. Hag
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan fought fiercely. But in the end, it was the orc Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both
shifters are descended from lycanthropes, but shifter druids often assert the opposite—that the abilities of the shifters are a gift from Eberron or Lamannia, but the gift was corrupted by the daelkyr to