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Returning 35 results for 'great clutching leading'.
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Monsters
Curse of Strahd
. Vladimir wields a weapon, +2; +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth
Turn Immunity
battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those
Monsters
Fizban's Treasury of Dragons
through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.
Emerald dragons take great pains to hide the chambers that house their hoards and collected lore
over a century ago when an upwelling from the lake at the caldera’s center collapsed a portion of the vaults and flooded their halls with boiling water and noxious fumes. The stairwell leading
Monsters
Fizban's Treasury of Dragons
intruders. They dig additional tunnels that allow them to move through their lairs in multiple ways and set traps leading to yawning chasms or pools and flows of lava.
Emerald dragons take great pains
halls with boiling water and noxious fumes. The stairwell leading up to the city was sealed to prevent the fumes from spilling into the streets above. Decades later, once the volcano’s activity
Monsters
Fizban's Treasury of Dragons
into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds
in even the simplest things if you look hard enough. (Good)
5
Inspiration. Great are history’s artists and creators. But greater still are those who inspire them. (Any)
6
Power
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
great unknown.
NISHREK AND THE ETERNAL WAR
Orcs believe that if they die with honor, their spirits go to the plane of Acheron, the Infinite Battlefield — specifically the layer of Nishrek
herself and claw Maglubiyet’s beady eyes from his face to prevent him from taking them from her. The cosmic battle between the two pantheons has raged for eons without resolution, leading those
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Stuffed Monsters The secret doors leading to this chamber are 10 feet square. It takes a singular or combined Strength of 16 to push open each door. The room is choked with dust and cobwebs. Five
spread, clutching a javelin (120 pounds) A reared-up ankheg (600 pounds) A young brass dragon with wings tucked in, head lowered, and jaws agape (750 pounds) An ettercap with its arms raised menacingly (200 pounds) A hell hound with a continual flame spell cast in its gullet (150 pounds)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Temple of the Great Snake This 30-foot-high cavern is dominated by a ruin that contains the following: Carvings. The interior walls are covered in carvings of snakes, fanged maws, and open
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
climbs to a 20-foot-wide hole in the ceiling (leading up to area 6). The rungs of the ladder are spaced 3 feet apart. For Medium and smaller creatures, every 3 feet climbed on it costs 1 extra foot of
movement. Lying atop the easternmost table is the carcass of a slaughtered pig, and looming behind it is Slub, a male hill giant covered head to toe in pig’s blood and clutching a handaxe. Before fighting
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Giants’ Lodge This two-story lodge is partially buried in the ice. It has three possible entrances: the main entrance on the ground floor (leading to area 2A), an ice tunnel that leads to a door
in the back wall of the lodge, and a large window on the second floor that has a great horn sticking out of it (area 2C). 2A. Gathering Hall Three frost giants (one male and two females) are engaged in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
4. Giant Doors A 40-foot-long flight of steps leading east ascends 20 feet to a landing, next to which stands a pair of 30-foot-tall granite doors carved with images of giant gods locked in battle
). Knock spells and similar magic are likewise ineffective until the ice is removed. Pushing on the doors are six berserkers (CE male and female Uthgardt humans) of the Great Worm tribe. Overseeing them
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Vasavadan dynasty’s founder. The Vasavadan coat of arms, a golden wyvern clutching a white lotus in its talons, emblazons her armor and that of her soldiers. Merciless. Ramya demands loyalty from
. Her paranoia makes her ruthless, leading her to slaughter countless innocents. Deathless Loyalty. Kalakeri’s armies and the guards of the Cerulean Citadel obey Ramya without question, despite
Compendium
- Sources->Dungeons & Dragons->Rrakkma
their journey until they arrived here, at the opening to a massive cavern housing a great fungal forest. The cavern is roughly circular and a half-mile in diameter, with a dozen tunnels (including the
one used by the adventurers) leading out of it. About 100 feet ahead, amidst a tall stand of zurkhwood mushrooms, is an elaborate, glowing portal, 50-foot tall, and half as wide at its base. Lighting Some of the fungus in the forest is phosphorescent in nature, casting a dim light throughout.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a potential route out, leading them to another location in the Underdark where it is supposed to be. Then they need to find a map or guide for the potential route, which could involve them in what is
. However, meeting a group of wandering myconids in the city reveals that the myconids of Neverlight Grove know a great deal about the hidden ways of the Underdark. Clues and leads should become more
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary
Guardians. After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
fumes. The stairwell leading up to the city was sealed to prevent the fumes from spilling into the streets above. Decades later, once the volcano’s activity had subsided, the dragon moved in. The lair
has the following features: Lava Tubes. When the volcano is quiet, the dragon uses the lava tubes to come and go from the lair. Great Hall. The emerald dragon resides in a grand rectangular hall near
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the
watch you with great interest. Four swarms of ravens perch on the rafters but don’t attack the characters under any circumstances. Unless they have been drawn outside, twenty-four twig blights and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the air.
Secretary Wei has ordered a court mage to magically collapse the stairwell leading from area Y1 to the surface. When the characters enter area Y1 again, read the following description: The
result of the tremor is now clear—a great pile of rubble fills the space where the stairway once stood.
A character who searches the rubble and succeeds on a DC 16 Wisdom (Survival) check sees no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
rounds to aid them. Great Forge Encounters d8 Encounter 1–14 No encounter 15 1d4 + 1 doppelgangers disguised as shield dwarves 16 1d2 fire elementals and 3d6 magmins 17 1 salamander and 1d4 + 1 fire snakes 18 1 spirit naga 19 3d6 troglodytes 20 1 wraith leading 1d6 + 1 specter
The Great Forge The Great Forge is a cavernous chamber divided into smaller sections housing furnaces and anvils. Some areas of the cavern are raised on daises of stone, while others stand in shallow
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the sole gate leading to the harbor, it’s still the primary route by which the city’s wealth flows from port to patriar. Basilisk Gate. Piercing the city’s eastern wall, this statue-lined gate connects
the Lower City to the great Coast Way, stretching through the majority of the Outer City and then southeast toward Amn, Tethyr, and Calimshan. Cliffgate. This foggy minor gate grants access to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Thadrah Through the high priestess, Sekolah’s will is done in the fortress. She is a tested disciple who recently performed the great ritual that lowered the seabed under the fortress. She and her
priestesses have summoned an avatar of their god, who swims inside the temple. Blademaster Makaht Makaht is a hulking brute responsible for leading the sahuagin army in the impending campaign. He takes orders directly from the baroness and the baron, though he prefers the former over the latter.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
centuries ago, long after the construction of the main library. The great elven scholar and Strixhaven alumnus Arick Quenthorne donated the collection’s initial materials. He went on to become a
powerful director at Strixhaven. Director Quenthorne was a leading occult scholar who specialized in studying the esoteric power inherent in physical objects, especially written words and symbols. Later in
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
a blemish on the face of the Spindle where something must’ve struck it at great speed, shattering the rock and leaving a huge indentation. Whatever struck the mountainside tumbled down toward the
who search the area find a single set of tracks leading from the place where the meteorite came to rest to a 15-foot-wide, 20-foot-high cave mouth at the base of the Spindle, about 250 feet away. Any
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the sole gate leading to the harbor, it’s still the primary route by which the city’s wealth flows from port to patriar. Basilisk Gate. Piercing the city’s eastern wall, this statue-lined gate connects
the Lower City to the great Coast Way, stretching through the majority of the Outer City and then southeast toward Amn, Tethyr, and Calimshan. Cliffgate. This foggy minor gate grants access to the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
attend the first gathering—both so the council can thank them for their great deeds and to advise the council about the Cult of the Dragon. Four meetings of the council occur at critical points
increasingly aggressive dragon activity. The characters are asked to investigate a devastating series of raids in the Misty Forest, leading to Neronvain in “Chapters 11 and 12: Death to the Wyrmspeakers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Araj: Vizeran’s Tower Vizeran’s tower is a enormous stalagmite, carved with a spiraling series of chambers leading up to its peak. The center of the stone spike is hollowed out to form an open
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam’s Cradle Adventures Here are sample adventure hooks to bring characters to Annam’s Cradle or to give them missions to pursue within the cavern. Dreams in Stone A great pillar of rock reaching
the petrified form to terrorize the inhabitants of the cavern below. Or they could climb to the surface at Dreamer’s Reach, leading the characters into Annam’s Cradle to find their source. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
attend the first gathering—both so the council can thank them for their great deeds and to advise the council about the Cult of the Dragon. Four meetings of the council occur at critical points
increasingly aggressive dragon activity. The characters are asked to investigate a devastating series of raids in the Misty Forest, leading to Neronvain in “Chapters 11 and 12: Death to the Wyrmspeakers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The first one contains the exsanguinated corpse of a mountain goat. The second one holds a dead shield dwarf prospector wearing a tattered fur cloak and clutching a miner’s pick close to his chest
. The third one contains a living Uthgardt of the Great Worm tribe named Noori, a berserker with the following changes: Her alignment is chaotic evil. She has 0 hit points and is unconscious but stable
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving in Gracklstugh The Darklake District is a likely entry point to the city for the characters, whether they arrive via the water or travel one of the many tunnels leading to the district’s
like the teeth of some great maw.
Light. Gracklstugh’s glowing forges and smithies operate continuously. Most of the city is dimly lit by a hellish red glow, with patches of darkness here and there
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
Northkingdom, and glory of fallen Delzoun. For nearly eighteen centuries, Adbar has stood strong against every threat from every foe, and stood fast, to the great pride of its residents and our people
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Jarl’s Lodge This three-story lodge is partially buried under ice but has numerous entrances. Steps ascend to the main doors (leading to area 1A), and a tunnel cuts through the ice to a door set
into the north wall of the lodge (leading to area 1D). Flying or climbing characters can reach a balcony on the second floor (leading to area 1G) or a gaping window on the third floor (leading to area
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
has varied terrain, with prairies, mountains, and shallow rivers. The Outlands is a great disk. In fact, those who envision the Outer Planes as a wheel point to the Outlands as proof, calling it a
microcosm of the planes. That argument might be circular, since the arrangement of the Outlands inspired the idea of the Great Wheel in the first place. Evenly spaced around the outside edge of the circle
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than cower in his lair, Argynvost emerged and battled Strahd’s armies to the bitter end. Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of
resemble silver dragon wings and a pommel shaped like a silver dragon’s head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has “? DANGER
. They admit that their master is Varram, and speak of great treasure down the stairs to the south. The dwarf has been gone for some time, but they have no idea what happened to him. If the devils are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Developments Don’t be afraid to engage in some triumphal monologuing by the dragonsoul cultist leading the attack. Whether the attackers are winning or losing, the cultist fights with cries of “The
yugoloth if more than five of them are in the fight. In addition to damaging bystanders, this encounter can easily destroy buildings and great landmarks. This formidable assault should provide a sense of the destruction that will wash over the Sword Coast if the Cult of the Dragon is successful in its plans.






