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                        Returning 35 results for 'ghouls corners location'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair
                                                
                                            
                                                
                                                     spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be dispersed by wind.
Gale. The giant creates a 60-foot-long
                                                
                                            
                                        
                                                     Monsters
                                                    Tyranny of Dragons
                                                    
                                                
                                            
                                                     (Costs 2 Actions). Diderius magically unleashes negative energy. Creatures within 60 feet of him, including ones behind barriers and around corners, can’t regain hit points until the end of his next
                                                
                                            
                                                
                                                    ; the mummy lord can’t use the same effect two rounds in a row.
Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     energy. Creatures within 60 feet of Valin, including ones behind barriers and around corners, can’t regain hit points until the end of Valin’s next turn.
Whirlwind of Sand (Costs 2 Actions
                                                
                                            
                                                
                                                     effects; Valin can’t use the same effect two rounds in a row.
Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
                                                
                                            
                                                
                                                     takes a lair action to cause one of the following effects; the mummy lord can’t use the same effect two rounds in a row.
Each undead creature in the lair can pinpoint the location of each
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ":"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
                                                
                                            
                                                
                                                    "} lightning damage.
Stardust. Nafas creates a 20-foot-radius sphere of multiversal dust centered on a point anywhere in his lair. The sphere spreads around corners, and its area is heavily obscured. The
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     against other members of the adventuring party.
The Vampire’s 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
1–3
1d4 + 2 dire wolf;dire wolves
4–6
1d6 + 3 ghoul;ghouls
7–9
1d4 + 2 Strahd zombie;Strahd zombies (in the appendix)
10–12
2d4 swarm of bats
                                                
                                            
                                        
                                                    Adult Brass Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15
                                                
                                            
                                                
                                                     Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
If the dragon dies, the
                                                
                                            
                                        
                                                    Storm Giant Quintessent
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted
                                                
                                            
                                                
                                                     within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't
                                                
                                            
                                        
                                                    Ancient Brass Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , have a 50 percent chance of being extinguished.
A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners
                                                
                                            
                                                
                                                     presence and location.
If the dragon dies, the tracks fade in 1d10;{"diceNotation":"1d10","rollType":"roll"} days, but the other effects fade immediately.Fire
                                                
                                            
                                        
                                                    Mummy Lord
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.
Whirlwind of Sand (Costs 2 Actions). The mummy lord magically transforms into a
                                                
                                            
                                                
                                                     undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.
Each undead in the lair has advantage on saving throws
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Ghouls Eaters of the Dead Habitat: Swamp, Underdark, Urban; Treasure: Any Packs of ghouls haunt the rotten corners of the world, ravenously hunting for corpses and those soon to be corpses. These
                                                
                                            
                                                
                                                    , the starving king wastes no morsel. Every coffin a banquet. Every slab a platter. Now is the time of feasting!
 —Invocation of Doresain, King of Ghouls
 Andrey Kuzinskiy
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     this chamber for the first time (see “Vlonwelv’s Pulpit”). 4b. Laboratory Bones. Bones of unrecognizable creatures (the remains of Muiral’s failed experiments) lie piled in the corners of the room
                                                
                                            
                                                
                                                    . Hidden under these bone heaps are eight ghouls, two in each pile.
 Equipment. Rusted operating tools and dried-up alchemist’s supplies (no longer potent) cover five wooden trestle tables in the middle of
                                                
                                            
                                        
                                                     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 Axeholm’s 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->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 shouldn’t 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) — 4 Ghouls (1d4 + 1) 3–4 — Ogre (1) 5–6 5 Goblins (1d6 + 3) 7–8 6 Hobgoblins (1d4 + 2) 9–10 7–8 Orcs (1d4 + 2) 11 9–10 Wolves (1d4 + 2) 12 11–12 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->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     stirges — 4 1d4 + 1 ghouls 3–4 — 1 ogre 5–6 5 Cragmaw goblin band (see below) 7–8 6 Hobgoblin squad (see below) 9–10 7–8 Bugbear scouts (see below) 11 9–10 1d4 + 2 wolves 12 11–12 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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    24. Halaster Says What? Two inanimate, 9-foot-tall statues of the Mad Mage stand in the corners of a widened section of this 10-foot-high hallway. A creature that passes between the statues causes a
                                                
                                            
                                                
                                                     immunity to poison and psychic damage. Destroying a statue doesn’t stop sound from issuing from its location until all its rubble is removed from the area. Statue Sound Effects  d8 Effect   1 One statue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     that is useful for observing and studying heavenly bodies but which can also be used in a manner similar to an arcane eye spell. In that mode, the farseer can view a location within fifty miles of it
                                                
                                            
                                                
                                                     lair. During those spying sessions, Rezmir discovered the dragon’s secret twin. To protect this area, Rezmir enlisted the service of four gargoyles. They perch day and night on the four corners of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     that is useful for observing and studying heavenly bodies but which can also be used in a manner similar to an arcane eye spell. In that mode, the farseer can view a location within fifty miles of it
                                                
                                            
                                                
                                                     lair. During those spying sessions, Rezmir discovered the dragon’s secret twin. To protect this area, Rezmir enlisted the service of four gargoyles. They perch day and night on the four corners of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     have been excavated at the corners of the cavern, each controlled by an enclave and containing offices and temporary lodgings for its merchants. Few of Mantol-Derith’s denizens are permanent residents
                                                
                                            
                                                
                                                     Zhentarim neighbors. However, a delusional drow assassin threatens to turn the drow and Zhentarim enclaves against one another. The location of Mantol-Derith is a well-guarded secret, and the influence and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    . This large workshop was badly damaged by the ancient spell battle that laid waste to the mine. Worktables taking up two corners of the room are scorched, and the plaster has been burned off the masonry
                                                
                                            
                                                
                                                     spectator, but so far, the creature has easily handled the assaults of Mormesk’s zombies and ghouls while seeing nothing strange about undead roaming the mine. If the party attempts to remove anything from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     evils claimed you, drawing you into the mists of Ravenloft? In hidden corners of the Shadowfell are nightmare domains that hunger for the brave and the innocent, the ambitious and the wicked. Some call
                                                
                                            
                                                
                                                     eternal torment as victims of malign forces known as the Dark Powers. Ravenloft is a fundamentally magical realm, one that takes its name from its most infamous haunted location, the dreaded Castle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Bavlorna’s Cottage Bavlorna’s cottage is heavily obscured by thick fog to anyone 20 or more feet away from it. Clotheslines hang from the cottage’s four corners and stretch across Murky Lake to their
                                                
                                            
                                                
                                                     without making noise requires a successful DC 15 Dexterity (Stealth) check. Light. If a location has light sources, the text says so. Otherwise, the area is unlit. Walls and Windows. The cottage’s walls
                                                
                                            
                                        
                                                     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 that’s 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 Market’s 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->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Brandath family is an old one. Lord Dagult Neverember married into it for its wealth, and Lady Brandath gave birth to his son, Renaer. It’s a dark irony that Neverember entrusted the location of his
                                                
                                            
                                                
                                                     sphere centered on it. The fire spreads around corners. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (5d8) fire damage on a failed saving throw, or half as much damage on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Arkhan’s Tower He wears the hand of evil, yet his goal remains just beyond his fingertips. — 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->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Wailing Battlefield This location is presented on map 8.8. Mike Schley  Map 8.8: Wailing Battlefield View Player Version Crumbled remnants of an old battlefield cover the top and sides of this
                                                
                                            
                                                
                                                     defeated. Other Hulks. Three other umber hulk prisoners stand lifeless in corners of the pyramid, each wearing heavy metal manacles. Their stasis failed long ago, rendering them desiccated husks. W2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     excavated rock faces.
 This maze of passages is an old section of Wave Echo Cave’s original mine site. Lurking in one dead end is an ochre jelly. (You can decide the jelly’s 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->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 “dungeon” 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 giant’s 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->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can’t take any actions other than lair actions, and it can’t be targeted by attacks, spells, or
                                                
                                            
                                                
                                                     water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can’t be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
                                                
                                            
                                                
                                                     location where they’re all delivered. Characters who bang on the prison’s north or south door are admitted into a 30-foot-long corridor, where they are greeted by the three guards from a nearby guard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s 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->Prisoner 13
                                                    
                                                
                                            
                                                    , blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
                                                
                                            
                                                
                                                     location where they’re all delivered. Characters who bang on the prison’s north or south door are admitted into a 30-foot-long corridor, where they are greeted by the three guards from a nearby guard
                                                
                                            
                                        






