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Returning 35 results for 'game capture location'.
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Monsters
Monster Manual
Detect Intelligence. The intellect devourer magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing
telepathy; and its Detect Intelligence trait. It otherwise adopts the target’s game statistics. It knows everything the target knew, including spells and languages.
If the host body dies, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
quarry at a time. The retriever also always knows the location of its master.Multiattack. The retriever makes two Foreleg attacks, and it uses Force Beam or Paralyzing Beam, if available.
Foreleg. Melee
for the spell), webThe retriever is a potent, spider-like Construct conceived and built by Underdark followers of Lolth for one original purpose—to prowl the Abyss and capture demons for these
Monsters
Strixhaven: A Curriculum of Chaos
Magic Sense. The hunter knows the location of every spellcaster, active spell, and magic item within 120 feet of itself.
Spider Climb (Hunter Form Only). The hunter can climb difficult surfaces
ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its arachnoid hunter form and pursues its targets with vicious skill.Shift Form. The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feed on their fear and despair.
Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians.A Balhannoth’s Lair
In the Shadowfell
location sought by one Humanoid whose desires the balhannoth has sensed (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving
Monsters
Vecna: Eve of Ruin
, without needing to make an ability check.
Web Sense. When in contact with a web, the phisarazu knows the exact location of any other creature in contact with the same web.
Web Walker. The phisarazu
transforms into a crab, drider, or giant crab, or returns to its true form. Its game statistics, except for its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
":"roll", "rollAction":"Last Wish"} days, regaining all his hit points and appearing in a random safe location on the Infinite Staircase.
Legendary Resistance (5/Day). If Nafas fails a saving throw
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re carrying drop in an
Species
One Grung Above
THIS IS NONCORE D&D MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing.
Grungs are aggressive froglike
lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Where Next? Convinced that his two older brothers conspired to kill him, Mortlock Vanthampur urges the characters to capture or kill Amrik at a dockside tavern called the Low Lantern. The adventure
assumes that the characters visit this location next. If the characters require an additional incentive to go after Amrik, Mortlock assures them that his mother values Amrik’s well-being enough to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
as a member of the City Guard or the City Watch. Sometimes its instructions will include orders to capture specific Waterdavians and bring them to Skullport, where they can be enslaved or ransomed
. Nihiloor has an alien mind, and it considers itself Xanathar’s equal. It has no interest in supplanting the beholder, however, preferring to operate in the shadows and pursue its own fell schemes. Game Statistics Nihiloor is a mind flayer.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Where Next? Convinced that his two older brothers conspired to kill him, Mortlock Vanthampur urges the characters to capture or kill Amrik at a dockside tavern called the Low Lantern. The adventure
assumes that the characters visit this location next. If the characters require an additional incentive to go after Amrik, Mortlock assures them that his mother values Amrik’s well-being enough to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
as a member of the City Guard or the City Watch. Sometimes its instructions will include orders to capture specific Waterdavians and bring them to Skullport, where they can be enslaved or ransomed
. Nihiloor has an alien mind, and it considers itself Xanathar’s equal. It has no interest in supplanting the beholder, however, preferring to operate in the shadows and pursue its own fell schemes. Game Statistics Nihiloor is a mind flayer.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
What the Cragmaws Know Cragmaw goblins the characters capture can be persuaded to divulge the following information: Bugbear Leader. Their leader is a bugbear named Klarg. Klarg reports to King Grol
. Klarg received a messenger goblin from King Grol a few days ago. The messenger told him that someone named “the Spider” was paying the Cragmaws to capture Gundren Rockseeker and send him and anything he
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
What the Cragmaws Know Cragmaw goblins the characters capture can be persuaded to divulge the following information: Bugbear Leader. Their leader is a bugbear named Klarg. Klarg reports to King Grol
. Klarg received a messenger goblin from King Grol a few days ago. The messenger told him that someone named “the Spider” was paying the Cragmaws to capture Gundren Rockseeker and send him and anything he
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wants to reclaim it. He intends to capture a wererat and ransom it for the safe return of the key. He offers 50 gp to anyone who brings him a wererat captive or the location of the wererats’ hideout (area 14).
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn Heights Adventures Adventures in Sharn heights are perfect for pulp action scenes. Narrow bridges, moving platforms, and great heights come together in a public place that's a perfect location
for swashbuckling battles, tense hostage negotiations, and over-the-top heists. The Sharn Heights Adventures table offers reasons why your characters might need to visit such a location. In addition
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sharn Heights Adventures Adventures in Sharn heights are perfect for pulp action scenes. Narrow bridges, moving platforms, and great heights come together in a public place that's a perfect location
for swashbuckling battles, tense hostage negotiations, and over-the-top heists. The Sharn Heights Adventures table offers reasons why your characters might need to visit such a location. In addition
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Using Your Journal Use your journal to plan out your next game session (see “Preparing a Session” in chapter 1). Then, when the game session is over, use the journal to capture anything else of
importance that might have bearing on future sessions, such as the name of an NPC you created on the fly or a critical piece of information the characters learned. During a game session, you can use your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Using Your Journal Use your journal to plan out your next game session (see “Preparing a Session” in chapter 1). Then, when the game session is over, use the journal to capture anything else of
importance that might have bearing on future sessions, such as the name of an NPC you created on the fly or a critical piece of information the characters learned. During a game session, you can use your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wants to reclaim it. He intends to capture a wererat and ransom it for the safe return of the key. He offers 50 gp to anyone who brings him a wererat captive or the location of the wererats’ hideout (area 14).
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 6: Bestiary This bestiary provides game statistics and lore for more than a hundred monsters suitable for any D&D campaign, including old favorites from past editions of the game as well as
spice up a game that involves the characters in the struggle described in chapter 3. The ranks of the drow and the shadar-kai are swelled by the addition of special individuals that can add depth — and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Preparing a Session The more you prepare before your game, the more smoothly the game will go—to a certain point. To avoid being either under- or overprepared, use the one-hour guideline below and
prioritize what to prepare depending on the time you have available.
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the session gets underway, most groups can accomplish at least three
things during one hour of play, where each “thing” might be any of the following: Explore a location such as a chamber in a castle or a cave Converse with an intelligent creature Reach consensus on a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 6: Bestiary This bestiary provides game statistics and lore for more than a hundred monsters suitable for any D&D campaign, including old favorites from past editions of the game as well as
spice up a game that involves the characters in the struggle described in chapter 3. The ranks of the drow and the shadar-kai are swelled by the addition of special individuals that can add depth — and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the session gets underway, most groups can accomplish at least three
things during one hour of play, where each “thing” might be any of the following: Explore a location such as a chamber in a castle or a cave Converse with an intelligent creature Reach consensus on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Preparing a Session The more you prepare before your game, the more smoothly the game will go—to a certain point. To avoid being either under- or overprepared, use the one-hour guideline below and
prioritize what to prepare depending on the time you have available.
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Adventures The Dungeons & Dragons game consists of a group of characters embarking on an adventure that the Dungeon Master presents to them. Each character brings particular capabilities to the
heart of the game, a story with a beginning, a middle, and an end. An adventure might be created by the Dungeon Master or purchased off the shelf, tweaked and modified to suit the DM’s needs and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 3: Bestiary Within this bestiary, you will find game statistics and lore for nearly one hundred monsters suitable for any D&D campaign. Many of these monsters, such as the froghemoth and the
morkoth, have been around since the earliest editions of the game. Others, such as the banderhobb and the vargouille, came later but are equally beloved. Some of the new creatures found herein are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 3: Bestiary Within this bestiary, you will find game statistics and lore for nearly one hundred monsters suitable for any D&D campaign. Many of these monsters, such as the froghemoth and the
morkoth, have been around since the earliest editions of the game. Others, such as the banderhobb and the vargouille, came later but are equally beloved. Some of the new creatures found herein are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Adventures The Dungeons & Dragons game consists of a group of characters embarking on an adventure that the Dungeon Master presents to them. Each character brings particular capabilities to the
heart of the game, a story with a beginning, a middle, and an end. An adventure might be created by the Dungeon Master or purchased off the shelf, tweaked and modified to suit the DM’s needs and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
set up an ambush in a remote location. All are fanatically loyal to the queen and fight to the end. If the characters capture and subdue one or more of these assailants, threats and intimidation do
mage stat block but omit the Sunlight Sensitivity trait). This attack can take place at any location. The queen’s servants are just as likely to assault the characters in a crowded street as they are to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
set up an ambush in a remote location. All are fanatically loyal to the queen and fight to the end. If the characters capture and subdue one or more of these assailants, threats and intimidation do
mage stat block but omit the Sunlight Sensitivity trait). This attack can take place at any location. The queen’s servants are just as likely to assault the characters in a crowded street as they are to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of the mind”-style play, where it’s more important to capture the emotion of a chase than know the exact location and orientation of every vehicle on the battlefield. If a situation arises that the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Location Overview Fheralai Stormsworn, champion of the cult of Talos, commandeered this galleon from the dread cultist Ularan Mortus. The ship is imbued with the undead spirit of the death knight
the bottom of the Sea of Swords.Fheralai’s failure to capture Leilon and defeat Ularan Mortus has also angered Talos, and the Stormlord means to punish them.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Copper rods on the mountaintops of Yon capture lightning and channel it into this device. Game Board An examination of the checkered board reveals that the pieces depict a game in progress. Two sets of
each other’s company while singing, dancing, and playing games. Argantle is playing a chess-like game called Crowns with her cousin, Jagu, when a howling wind warns her of the party’s approach, giving