Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'fall madness'.
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a
creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this
Monsters
Acquisitions Incorporated
. Splugoth can take the Disengage or Hide action as a bonus action on each of his turns.
Touch of Madness. Splugoth has advantage on saving throws against being charmed or frightened.Multiattack. Splugoth
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
Monsters
Eberron: Rising from the Last War
(4 slots): command, compelled duel, hellish rebuke, wrathful smite
2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weaponMultiattack. The knight attacks twice with
donning it, each bone knight understood that their former life was over.
The Fall of the Emerald Claw. During the Last War, many bone knights took service with the Order of the Emerald Claw, helping
Monsters
Ghosts of Saltmarsh
must succeed on a DC 23 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in spaces within 10 feet of the kraken. If the kraken dies, a
the kraken’s next turn.Hidden in a deep, dark underwater pit near the Styes, this creature bears the mark of the dark god Tharizdun’s madness. Becoming more independent every day, it
Monsters
Mythic Odysseys of Theros
Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest). If Arasta is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she regains 200 hit points. In
beyond the branches of the tree and carpet the forest floor of her realm.
Path to the Underworld. Tales are told of forlorn souls who, because of grief or madness over the loss of a loved one, have
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. After she claims the sword, Zariel holds it aloft and shatters it (see “Relinquishing the Sword”). Lulu Falls For Zariel to fall beyond redemption is the worst outcome for Lulu. This unimaginable
tragedy shatters the hollyphant’s mind, leaving Lulu insane. Roll or choose the specific effects of her madness from the Long-Term Madness table in chapter 8 of the Dungeon Master’s Guide, but this madness can be overcome only by a greater restoration spell or similar magic.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Fireball 3rd 4. Dragon Season 3rd–4th 5. Spring Madness 5th or higher 6. Hell of a Summer 5th or higher 7. Maestro’s Fall 5th or higher 8. Winter Wizardry 5th or higher If you decide to track
Character Advancement You can track experience points or simply allow characters to level up when they reach certain points in the adventure. Ideally, the characters should fall within the desired
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Gatekeeper NPCs Gatekeepers are sworn to protect the world, and thus are more likely to be encountered as allies than as enemies. It’s always possible, though, for even noble Gatekeepers to fall prey
to madness and corruption, thus becoming the very evils they are sworn to fight. Gatekeeper NPCs d4 NPC 1 The spirit of a long-dead Gatekeeper lives on in the body of an ancient toad. It speaks
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cult isn’t a choice, it’s something you fall into due to madness. New cults can spring up anywhere, as seeds of madness take root and spread. Cults of the Dragon Below often appear as antagonists
convictions that others see as madness. Outsiders use the term “Cult of the Dragon Below” as a blanket term to describe these disparate beliefs, but the cultists don’t use this name or see themselves as part
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Level Animal Friendship
Bane
Charm Person
Comprehend Languages
Cure Wounds
Detect Magic
Disguise Self
Dissonant Whispers
Faerie Fire
Feather Fall
Healing Word
Heroism
Emotions
Cloud of Daggers
Crown of Madness
Detect Thoughts
Enhance Ability
Enthrall
Heat Metal
Hold Person
Invisibility
Knock
Lesser Restoration
Locate Animals or Plants
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Jump
Mage Armor
Magic Missile
Ray of Sickness
Shield
Silent Image
Sleep
Thunderwave
Witch Bolt
2nd Level Alter Self
Blindness/Deafness
Blur
Cloud of Daggers
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Enhance Ability
Enlarge/Reduce
Gust of Wind
Hold Person
Invisibility
Knock
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Death Allowing the chips to fall where they may in combat emphasizes the challenging nature of this adventure. However, if the characters start falling just as fast, you might want to give the
fallen character back to life, but not without a cost. The restored character’s madness level increases by 1 upon being restored to life (see “Madness” earlier in this chapter). If a fallen character’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in
DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Baphomet dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if
on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Baphomet dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
with a successful DC 12 Charisma (Deception or Persuasion) check. If one or more mages fall in battle, the rest use greater invisibility spells to turn invisible and retreat, putting the tower on
) if they enter Gromph’s sanctum or are seen leaving it. If the demon escapes, the tower goes on alert. Mad Drow Mage This drow is afflicted with a form of indefinite madness. Roll on the Indefinite
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
8. Library The master of the house used to spend many hours here before his descent into madness. Red velvet drapes cover the windows of this room. An exquisite mahogany desk and a matching high-back
collected works of poetry and fiction. The books rot and fall apart if taken from the house. Secret Door A secret door behind one bookshelf can be unlocked and swung open by pulling on a switch disguised to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
up residence in isolated towers or strongholds, exhibiting ever more eccentric behavior as time goes on. Some say this is a mark of madness brought on by delving too deeply into arcane lore, but they
centuries old, having seen civilizations rise and fall across Faerûn. Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
understanding of the code, you can increase or decrease the character’s Honor by 1. As with other ability scores, a character’s Honor can’t exceed 20 or fall below 1. Honor Checks. Honor checks can be used in
so alien that it threatens to break a character’s mind Overcoming the lingering effects of madness Comprehending a piece of alien magic foreign to all normal understanding of magic Sanity Saving
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
block in appendix D). In his madness, he’s discovered he enjoys killing people. S12b. Old Troughs These three horse troughs are badly rotted and fall apart if handled or jostled. S12c. Chicken Sheds
unlocked or if her chains are somehow broken, she flies away and never returns. Marzena has the Flight feature (see the mongrelfolk stat block in appendix D). Her madness is embodied in the following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mad, and it didn’t take long for the madness to spread to other members of the Shadowdusk family and come into public view. As the family’s behavior grew more bizarre, local broadsheets circulated
, after which Halaster will seize power as the city’s Shadow Lord. The Shadowdusk family motto used to be “No secrets without truth.” After the family’s fall, its motto changed to “We do not fear the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there
, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with fang-filled mouths. Any creature that beholds the statue in any of its forms must succeed on a DC 14 Wisdom saving throw or gain a random form of short-term madness (determined by rolling on the
Short-Term Madness table in chapter 8 of the Dungeon Master’s Guide). Whether a creature succeeds or fails on the saving throw, it can’t be affected by the statue again. A character who sees the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there
, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
21. Drow Statues This cave is filled with thirty statues of drow warriors, all standing as if on guard. In her madness, Neheedra turned these warriors of her house to stone. Over long years
, and xorn) that come in contact with Ogrémoch’s Bane instantly fall under the cloud’s sway. The effect lasts as long as the enslaved elementals and Ogrémoch’s Bane are on the same plane of existence
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar alchemist from area 8 joins the fight. If the other duergar fall, the alchemist turns invisible and tries to escape. Fungi Pit The pit is 5 feet deep and filled with various kinds of fungi. It is
to gain an answer to a single question. The characters can ask only three questions total before the surviving duergar become incoherent and start frothing at the mouth — a form of madness brought on
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
warriors go on their raids are weaker than their tribe mates or otherwise not suited for a life of battle. Worshipers of Luthic fall into this category, as do some of those that revere Yurtrus or Shargaas
return from a raid.
The gaze of the One Eye brings madness to many an orc.
— Elminster
Roleplaying an Orc
When you’re roleplaying an orc, the following tables contain possible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Trouble in the Fortress The following sections describe what the characters are up against in this chapter. Xardorok’s Paranoia Xardorok’s obsession with chardalyn is a form of madness that has
sunless surface kingdom. Grandolpha, for her part, is too canny and jaded to fall for Xardorok’s blunt attempt at seduction. She has begun plotting with disenfranchised advisors and warriors in his ranks
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wizard hurling over Tser Falls (area H). The wizard, his staff and spellbook lost, survived the fall and retreated into the mountains, hoping to regain his power, only to be driven mad by the
remember anything that happened before the madness. He suffers from the paranoia that powerful enemies are hunting him, and that their evil agents are everywhere and watching him. Believing that the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Fall of Ythryn After using the Ythryn mythallar (see appendix D) to lift the enclave of Ythryn into the sky, Iriolarthas and his apprentices traveled to the frozen north in search of relics of
sigils at the bottom of the Sea of Moving Ice and brought it back to Ythryn for study in the fall of −343 DR, the Year of Chilled Marrow. During one of their experiments, something went wrong—a flash of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
alarmed by this, his efforts to complete the spell growing more crazed as he realizes he’s lost control.
And then, madness! Rifts open in the web of energy around him. These cracks stretch and widen
as they kneel in worship, you know they are doomed. A voice sounds out within clouds of spores that fall like snow. The voice tells the myconids to prepare for a gift unlike any they have ever known
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
daelkyr, the war left seeds of madness strewn throughout the empire. As Dhakaan began to fall, a number of generals and governors gathered their forces and retreated into shelters deep within the earth
years. It was crippled by a long and bitter conflict with the daelkyr and their aberrant armies; even though the daelkyr were defeated, the seeds of madness took root in the empire and tore it apart
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
what is possible. Some can look upon Xoriat and see it as a place of revelations; but most mortals who come to close to Xoriat fall prey to madness. Xoriat is the source of many aberrations, along with the terrifying daelkyr.
reach, and many tales begin with a hero unintentionally crossing into Thelanis. Xoriat: The Realm of Madness. Xoriat is alien, the plane of things that are fundamentally unnatural. It challenges ideas of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
without killing the knight who wears it, and when donning it, each bone knight understood that their former life was over. The Fall of the Emerald Claw. During the Last War, many bone knights took service
, crown of madness, darkness, find steed, magic weapon
Actions
Multiattack. The knight attacks twice with one of its weapons.
Greatsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Enchantment — Faerie Fire Evocation C Feather Fall Transmutation — Healing Word Abjuration — Heroism Enchantment C Identify Divination R, M Illusory Script Illusion R, M Longstrider Transmutation — Silent
Special Aid Abjuration — Animal Messenger Enchantment R Blindness/Deafness Transmutation — Calm Emotions Enchantment C Cloud of Daggers Conjuration C Crown of Madness Enchantment C Detect Thoughts






