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                        Returning 35 results for 'ghouls conjured location'.
                    
                
                        
                            
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                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     against other members of the adventuring party.
The Vampireās 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
1ā3
1d4 + 2 dire wolf;dire wolves
4ā6
1d6 + 3 ghoul;ghouls
7ā9
1d4 + 2 Strahd zombie;Strahd zombies (in the appendix)
10ā12
2d4 swarm of bats
                                                
                                            
                                        
                                                     Spells
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the
                                                
                                            
                                                
                                                     can cast this spell again while it is active to maintain the towerās existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview Axeholm is a dwarven fortress carved into the base of a mountain fifteen miles south of Phandalin. The site was abandoned and sealed up long years ago after being haunted by a
                                                
                                            
                                                
                                                     filling Axeholmās halls with deathly wails, the dwarves abandoned their stronghold, but not before several dwarves slain by the banshee arose as ghouls to feed on their kin. Ghouls and other creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     triggered, the caster hears a scream.
 Bigbyās hand: The conjured hand is skeletal.
 Find familiar: The familiar is undeadānot a celestial, fey, or fiendāand is immune to features that turn undead
                                                
                                            
                                                
                                                     location. The spirit canāt be harmed and doesnāt speak.
 Fog cloud: Misty, harmless claws form in the fog.
 Gust of wind: A ghastly moan accompanies the summoned wind.
 Mage hand: The summoned hand is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     might also encounter small packs of skeletons, zombies, and ghouls that Muiral has created by casting animate dead and create undead spells on drow corpses. These undead shouldnāt pose much of a threat
                                                
                                            
                                                
                                                     + 2 drow elite warriors wearing the insignia of House Auvryndar. The leader of such a patrol is always a female drow who reports directly to Zress Orlezziir. Most drow patrols are spoiling for a fight; if a battle turns against them, however, they withdraw to a more defensible location.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     (1d8 + 2) ā 4 Ghouls (1d4 + 1) 3ā4 ā Ogre (1) 5ā6 5 Goblins (1d6 + 3) 7ā8 6 Hobgoblins (1d4 + 2) 9ā10 7ā8 Orcs (1d4 + 2) 11 9ā10 Wolves (1d4 + 2) 12 11ā12 Owlbear (1)  Stirges. These flying predators
                                                
                                            
                                                
                                                     drain the blood of their victims and are drawn to the light of campfires at night. Ghouls. These undead humans hunger for living flesh. Ogre. The ogre is looking for an easy kill. It is too stupid to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Modifications At your discretion, a spell can be modified cosmetically to enhance the corrupting nature of Avernus. Here are some examples: Bigbyās Hand. The conjured hand is a fiendish claw. Find
                                                
                                            
                                                
                                                     Familiar. The familiar is an imp. Find Steed. The steed is a nightmare. Find the Path. An imp appears and begrudgingly guides the caster to the desired location while complaining the whole time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     stirges ā 4 1d4 + 1 ghouls 3ā4 ā 1 ogre 5ā6 5 Cragmaw goblin band (see below) 7ā8 6 Hobgoblin squad (see below) 9ā10 7ā8 Bugbear scouts (see below) 11 9ā10 1d4 + 2 wolves 12 11ā12 1 owlbear  Cragmaw
                                                
                                            
                                                
                                                     Goblin Band This band of Cragmaw marauders consists of 2d4 goblins led by a goblin boss. They know the location of Cragmaw Castle and can provide directions if they are captured and threatened. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcasterās choiceātypically 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 wonāt abandon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     lead them to a deadly location in the Mortuary, such as a crematorium. 3 A poshly dressed Duster wight asks the characters to help them write a eulogy thatās due in 10 minutes. 4 A friendly death dog
                                                
                                            
                                                
                                                     characters to an incorporeal tea party. 2 1d8 + 3 ghouls feast on a veritable smorgasbord of corpses in a chilly morgue. The ghouls attack any who disturb their meal. 3 Twenty skeletons parade down a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     day.
 Everything in the market exhibits pale, subdued colors, but the atmosphere is lively as ghouls, skeletons, and vampires meander from stall to stall. The Marketās Goods Goods for sale in the
                                                
                                            
                                                
                                                     know the location of stable Crevices of Dusk either guard or hide them. Stable Crevice of Dusk. Sangora tilts her head with a thoughtful look before revealing that she knows of a stable Crevice of Dusk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Arkhanās Tower He wears the hand of evil, yet his goal remains just beyond his fingertips. ā The Cartographer When the characters arrive at this location, read or paraphrase the following boxed text
                                                
                                            
                                                
                                                     shell is carved with Draconic runes that spell out prayers to Tiamat, is joined by four ghouls that serve as his assistants. The ghouls gnaw on bones and eye the characters hungrily as Krull negotiates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     provided to create a foundation for further development. Abbey Isle This island south of Saltmarsh is the featured location in the adventure Isle of the Abbey. The island is the site of a small abbey that
                                                
                                            
                                                
                                                     House This abandoned house is the center of the action in The Sinister Secret of Saltmarsh. Use the description from that adventure for this place. The haunted house can be a useful location for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     dungeon, images of dark cells with iron bars and shackles spring to mind. In the D&D game, the word ādungeonā takes on a broader meaning to include any enclosed, monster-infested location. Most dungeons
                                                
                                            
                                                
                                                     ships haunted by sharks, aquatic ghouls, and angry ghosts A storm giantās coral castle, beautiful yet foreboding A lost city on the sea floor, encased in a magic bubble of air and ruled by a medusa
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     excavated rock faces.
 This maze of passages is an old section of Wave Echo Caveās original mine site. Lurking in one dead end is an ochre jelly. (You can decide the jellyās exact location.) When
                                                
                                            
                                                
                                                     and larger bandits lie strewn about, still clad in scraps of armor. Three gray, hunched figures squat among the remains, pawing at the scraps and gnawing on the bones.
 Three ghouls from the pack in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterās Guide
                                                    
                                                
                                            
                                                     abilities of fledgling adventurers. These characters navigate dangerous terrain and explore haunted crypts, where they might fight ferocious wolves, giant spiders, evil cultists, flesh-eating ghouls
                                                
                                            
                                                
                                                     captured by monsters living there. 8 An innocent person is being framed for the crimes of a shape-shifting monster. 9 Ghouls are venturing out of the catacombs at night. 10 A notorious criminal hides
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Luluās Dream Quest Before they can retrieve the Sword of Zariel, the characters must learn the location of the Bleeding Citadel, which is trapped in Luluās hidden memories. When Mad Maggie becomes
                                                
                                            
                                                
                                                     conjured dreamscape, characters can take psychic damage from hostile dream-creatures and other effects. A character reduced to 0 hit points by this psychic damage is unconscious but stable, and unable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     hobgoblins 3d4 ghouls 8ā9 2d4 jackalweres 1d6 bugbears 2d6 specters 10 3d6 stirges 2d4 ghouls 2d4 wights 11 1d3 vine blights 1d6 specters 1d6 vampire spawn 12 2d4 hobgoblins 1d4 green hags 1d6 wraiths
                                                
                                            
                                                
                                                     is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud
                                                
                                            
                                        
                                                     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, āwagonload of flour, near B.,ā or ā40 silver pieces
                                                
                                            
                                                
                                                     toward daylight to the east and leads upstream into darkness toward the west.
 Six ghouls lurk in the waters just beyond the boat landing. They have orders to make sure that only cultists proceed to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     drifts into a lengthy, plodding dissertation about demiplanes and how to construct them) Kingdom of the Ghouls (one adventuring partyās exploration of a subterranean kingdom of ghouls on the world of
                                                
                                            
                                                
                                                     you are using the āLost Thingsā adventure hook and the character hasnāt yet found what theyāre looking for, the mirror might show the character its location and a route the character can take to get
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     they can get her to the High Hall, each character gains inspiration, and the survivors there can see to Shorahās care. Ghoul Pack Seven ghouls roam the streets of Elturel, looking for their next meal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahdās Minions table to determine what creatures he brings with him, if any. Strahdās
                                                
                                            
                                                
                                                     Minions  d20 Creatures   1ā3 1d4 + 2 dire wolves 4ā6 1d6 + 3 ghouls 7ā9 1d4 + 2 Strahd zombies (in this appendix) 10ā12 2d4 swarms of bats 13ā15 1d4 + 1 vampire spawns 16ā18 3d6 wolves 19ā20 None  If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     effort, both in game and around the table. What should a headquarters look like initially? Do the characters prefer to travel by land or by sea, or to operate from a fixed location? Is a ruined keep
                                                
                                            
                                                
                                                    , a beat-up fishing boat, a dilapidated store or farm, or any similar structure or site. The DM might direct the characters toward a single ideal location, or might provide a range of options for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     uses the drum to alert the ghouls in area P13 when fresh meat awaits them. Floating Corpse. The corpse belongs to a Crushing Wave initiate who got too close to the underwater gate while inspecting
                                                
                                            
                                                
                                                     smell of brine battles with the stench of decay.
 Seven ghouls and a ghast gnaw on the bones in this cave. When a creature enters their lair, the ghouls dive in to devour it and escape confinement
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     ghosts reward the characters with a charm of heroism as they depart (see āCharmsā in chapter 7 of the Dungeon Masterās Guide). Golem Diver Captain Xendros (see location 7 in Saltmarsh) wants the statue in
                                                
                                            
                                                
                                                     attacks. It fights until reduced to 100 hit points and then flees. What Really Happened. The culprit is none other than Keledek the Unspoken (see location 6 in Saltmarsh). After using research and magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     buried pyramid that marks the location of the Lost City of Cynidicea is the tomb of King Alexander and Queen Zenobia. The entrance to their tomb is a long hallway riddled with traps, accessible only by
                                                
                                            
                                                
                                                     takes 22 (4d10) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isnāt knocked prone. Objects that block the sphere, such as a conjured wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     enormous globes of blue liquid are suspended in the air to the east.
 West of the pool, just south of a set of double doors, is a contact stone.
 Creatures. Eight ghouls here float like corpses in the
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     unfurnished rooms contains two ghouls that were attracted to the mansion by Far Realm energies. The ghouls are hostile. D23: Wine Cellar The faint aroma of grapes fills the air in this cellar. Four
                                                
                                            
                                                
                                                     spiral staircase descends 20 feet to area D27. The voice rising up the stairs is chanting in Deep Speech, calling to an entity named Krokulmar. D27: Ritual Room This location consists of two roughly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     information on this location. Fallen Lands Countless ruins dot this rugged, barren land, where ancient cities once stood and great battles once raged. Strange witchlights float around the ruins at night
                                                
                                            
                                                
                                                     Emerald Enclave. Its harvests are crucial to cities throughout the North, Waterdeep in particular. See chapter 2 for more information on this location. Suggested Encounter If the adventure didnāt begin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Threats    d10 Threat 
     1  2d4 giant rats 
   2  1 bandit captain and 1d6 bandits demand a āstreet useā tax 
   3  1d6 Guild pickpockets (spies) 
   4  1d4 ghouls picking at corpses left in the
                                                
                                            
                                                
                                                     structure ā which popular stories now refer to as Balduranās Tomb ā has been discovered three more times in the same fashion, each time in a different location, yet so far no one has been able to enter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurās Gate Gazetteer
                                                    
                                                
                                            
                                                     patrol   Table I: Outer City Threats  d10 Threat   1 2d4 giant rats 2 1 bandit captain and 1d6 bandits demand a āstreet useā tax 3 1d6 Guild pickpockets (spies) 4 1d4 ghouls picking at corpses left in the
                                                
                                            
                                                
                                                     different location, yet so far no one has been able to enter. Cliffside Cemetery The value of land and sheer population density in Baldurās Gate means only the wealthiest patriars can afford to bury their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     Ralvald.
 Ralvaldās 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
                                                
                                            
                                                
                                                     trophies in area D16, but Gelida knows Finkleton didnāt have the guardianās magic amulet when he was frozen. Gelida tells the characters the amuletās location (area D7) and even lets them use the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    -Seeing Orb brings the characters to this location. The portal is not affected by the wards against teleportation magic that fill the tomb. Stepping through the portal brings you into the center of a
                                                
                                            
                                                
                                                     bejeweled necklaces are conjured above it and immediately attack any creatures in the room. On their first turn in combat, the genies target intruders with their phantasmal killer spells, maintaining
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     creature that enters one of these 10-foot-square spaces is instantly teleported away, switching places with one of the wights in crypt 14. The wight materializes in the creatureās previous location and
                                                
                                            
                                                
                                                     kit. At the bottom of the pit are six starving ghouls. A permanent silence spell suppresses sound in the pit. The silence can be dispelled, as can the illusory floor (DC 14 for both). Treasure. Sir
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     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 canāt be sent to that destination by
                                                
                                            
                                                
                                                     etched with leering demon faces. A sinister tome bound with black demon hide rests atop the altar.
 Iggwilv once conjured demons and bound them to her service in this soaring cavern. Before she vanished
                                                
                                            
                                        






