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                        Returning 25 results for 'ghoul converse location'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     of 120 feet and has darkvision within a range of 60 feet, but it canât see anything behind itself.
The painting can converse in Common, Draconic, and Elvish as if it were a living person
                                                
                                            
                                                
                                                     Portrait. While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the paintingâs enemies. The painting performs this function
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     against other members of the adventuring party.
The Vampireâs Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
                                                
                                            
                                                
                                                    "}
Creatures
1â3
1d4 + 2 dire wolf;dire wolves
4â6
1d6 + 3 ghoul;ghouls
7â9
1d4 + 2 Strahd zombie;Strahd zombies (in the appendix)
10â12
2d4 swarm of bats
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected through portals under the dragonâs control. A lair
                                                
                                            
                                                
                                                     trance or reverie within 6 miles of the dragonâs lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon.
Moonstone Dragon Lairs
Often, a moonstone dragonâs lair is not a single location, but rather a collection of personally significant places spread out across multiple planes of
                                                
                                            
                                                
                                                     and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
Planar Transition. The veil between planes is thinned near a moonstone dragonâs lair
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    , a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     things during one hour of play, where each âthingâ 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 Masterâs Guide
                                                    
                                                
                                            
                                                     session gets underway, most groups can accomplish at least three things during one hour of play, where each âthingâ 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 divisive issue Solve a tricky riddle or puzzle Survive a deadly trap Fight a low-difficulty combat encounter  A more difficult
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     following stat blocks in the Monster Manual or on D&D Beyond:  Black Pudding Commoner Crawling Claws, Swarm of Cultist Fanatic Flameskull Ghast Gravecaller Ghost Ghoul Mummy Silver Dragon Wyrmling
                                                
                                            
                                                
                                                     Skeleton Skeleton, Flaming Specter Wraith Zombie Zombie, Ogre  Key NPCs  Name
 Role
 Stat Block
 Location
   Akira Norixius Fanatically devout dragonborn cultist Cultist Fanatic (Medium, Chaotic Evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     committed to causing trouble. Kettlesteam uses disguise self to assume whatever form best enables her to mingle in crowds. Characters can encounter Kettlesteam in more than one location; if they corner her
                                                
                                            
                                                
                                                     Nightshadeâs thief is Sowpig, a Small ghoul with 17 (5d6) hit points. She appears as a little, gray-skinned girl wearing a pig mask and holding an oversized lollipop. Endelyn Moongraveâs thief is the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     (Persuasion) check convinces him to converse, though most of Zhelsuelâs responses are cutting and brief: Zhelsuel shares any of the information from the âSilvanestiâs Exilesâ or âZhelsuelâ sections. If
                                                
                                            
                                                
                                                     other elves to this region. Though he doesnât know its location, heâs interested in finding it, as it reportedly was a magical marvel that might hold valuable secrets. Once Dalamar reveals this shared
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcasterâs choiceâtypically a treasure or location. The spectator is a reliable guardian and allows only its
                                                
                                            
                                                
                                                     summoner access to what it protects. A spectator might converse with other creatures, openly discussing its orders and the magic-user who conjured it, but it has no ambitions of its own and wonât abandon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     2.1 is a shrunk-down version of this side of the poster map. Whenever the party moves from one named location to another, roll a d20. A roll of 11 or higher indicates an encounter while the
                                                
                                            
                                                
                                                    . Encounters in Elturel    d10 Encounter 
     1  Collapsed building 
   2  Cry for help 
   3  Ghastly meal 
   4  Ghoul pack 
   5  Hateful patrol 
   6  Imp sales pitch 
   7  Narzugon cavalier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     location while exploring. The tower tilts severely to one side, kept from falling over by magic. When the characters arrive, read: A crumbling stone tower rises out of the swamp, leaning at such an angle
                                                
                                            
                                                
                                                     free me. You see, I was in the midst of a daring escape from the vile Bavlorna Blightstraw when our balloon was set upon by an ill wind and sent plummeting to its current unfortunate location. My pilot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     Faunel where sapient animals overcome their instincts and live communally. If the characters converse with her, she shares the following information: Sheâs saddened to hear about Okaâs death but
                                                
                                            
                                                
                                                     DC 18 Charisma (Persuasion) check can convince Parvaz to share the location of the Vile Huntâs camp. Otherwise, the characters need to make sharing this information worth Parvazâs while. Parvaz would
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     this charm lasts, you can use an action to pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 30 feet of you. The effect lasts for 3 days, after which the
                                                
                                            
                                                
                                                     once, the charm goes away. Red Key. The recipient gains a charm of the ghoul. This charm allows you to use an action to eat a mouthful of flesh from a humanoid that has been dead no longer than 1 day. When you do, you regain 3d8 + 3 hit points. Once used three times, the charm goes away.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    . Perhaps itâs not as evil as conventional adventuring wisdom suggests? 3 Bound Fiend. This fiend is bound to a location, either in its true form or as a possessing spirit. Whether trapped in an unbreakable
                                                
                                            
                                                
                                                     your patron. 3 Magical Message Drop. Magically recorded messages from your contact or your patron appear in odd places. You know to check a predetermined location, such as a crack in an ancient
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     characters into a dangerous location such as Omu or the Tomb of the Nine Gods. A tenuously loyal guide (loyalty score of 1 to 9) might choose to wait for the characters outside the location rather
                                                
                                            
                                                
                                                    ) When the characters meet Eku, give the players a copy of handout 3 in appendix E. Eku is a couatl polymorphed into a middle-aged Chultan woman. She is one of the few who knows the location of Omu
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     companion into battle and fights at its side. Heldalf and his mammoth flee if either of them is reduced to 30 Hit Points or fewer.
 Talking with Heldalf. If the characters want to converse and know Giant
                                                
                                            
                                                
                                                     Ralvald.
 Ralvaldâs Location. Ralvald is contemplating what to do next in a cave to the north. Heldalf thinks the characters, as newcomers, might be of use to Ralvald and suggests they take the narrow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     water until they catch the scent of non-undead creatures. These ghouls are of an aquatic variety known as lacedons. In addition to the statistics of a normal ghoul, each has a swim speed of 30 feet. Pool
                                                
                                            
                                                
                                                     catatonic state. Black Shrine. Any non-undead creature that moves to within 20 feet of the black shrine or ends its turn in such a location must make a DC 15 Intelligence saving throw. On a failed save
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Brelish soldiers from area L3 or alert one of Glaiveâs scouts to the charactersâ location. The 20-foot-diameter cylinder of light extending up at the back of this foot is an antigravity well (see the
                                                
                                            
                                                
                                                     manifests a physical entity to converse with the party. Proceed to the âGraymatter Guardianâ section below. Hidden Sentinels. This chamber contains false walls made of thin metal plates. A character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     that enters his lairâespecially hardened adventurers. When he notices the characters, Lludd greets them in Common. Parleying with Lludd. If the characters converse with Lludd, he offers to point them
                                                
                                            
                                                
                                                     detail these locations and how creatures transported to them can return to the Lost Caverns. Once a creature has been transported to a location in this way, it canât be sent to that destination by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     south or to the west, depending on location) each round. If it spends its action to make a DC 10 Strength (Athletics) check and the check is a success, it can reduce the distance traveled by the amount
                                                
                                            
                                                
                                                     the party succeeds in getting her to converse: The doors to the north lead to halls infested with undead and cursed magic. The door to the southwest leads into the old kitchens, guarded by more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     logbooks and manifests taken from plundered ships. The bandits report exactly what loot they take, but location descriptions are imprecise: for example, âwagonload of flour, near B.,â or â40 silver pieces
                                                
                                            
                                                
                                                     ghoul succeeds on a DC 20 Strength check, the boat capsizes. Some might continue to try to tip the boat later in the battle.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
                                                
                                            
                                                
                                                     instead of slashing damage and knows the exact location of its target while the target is within the region. The sword vanishes when it or its target is reduced to 0 hit points. 43â48 One character in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass
                                                
                                            
                                                
                                                     with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragonâs lair, the dragon becomes aware of the creatureâs presence and location. If the dragon dies
                                                
                                            
                                        






