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                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     you donât know their location.
You and any of your friends within 30 feet of you canât be frightened while youâre not incapacitated.
Sentience. Orcsplitter is a sentient, lawful
                                                
                                            
                                                
                                                     rare occasions it uses a limited form of telepathy to bring to the wielderâs mind a couplet or stanza of ancient Dwarvish verse.
Personality. Orcsplitter is grim, taciturn, and inflexible. It
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
                                                
                                            
                                                
                                                     laughterThrough rituals combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being is encased in a glass jar filled with preserving fluids and the liquefied goop of their body&rsquo
                                                
                                            
                                        
                                                    Human
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
                                                
                                            
                                                
                                                    , Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     the Grim Harrowâs attention (the Grim Harrow is detailed in chapter 19). Research the Deck of Many Things. When they arenât actively pursuing copies of the Deck of Many Things, knights of the Solar
                                                
                                            
                                                
                                                     Rifflers. The Solar Bastion knows that Fey called rifflers (see chapter 21) often manipulate events to put Decks of Many Things into the hands of mortals. Thus, one way to monitor the location of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     location. At the center of Deathâs Aperture is a bottomless well that churns with dark smoke. When a grim champion wishes to punish a trespasser or an incompetent minion, they throw the unfortunate
                                                
                                            
                                                
                                                     harrow hawks (see chapter 21). Many of these hawks are in the Grim Harrowâs employ, serving as spies and scouts for hunts. Magtubo. At the center of Mothwing Grove stands a wide banyan tree swaddled
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                    Location Overview The dread cultist Ularan Mortus carried his acolytes over the sea in a cursed galleon imbued with the soul of a death knight. South of Neverwinter, the vessel was spotted by a local
                                                
                                            
                                                
                                                     spoke to the grim soul of the ship and hatched a plan to appease it. The spirit inhabiting the vessel hails from the lost city of Anauria, a realm swallowed up long ago by the spread of the Anauroch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     towers of Skyway, in the deepest depths of the Cogs, or anywhere in between. At the end of this chapter is an introductory adventure, âForgotten Relics,â set in Sharn. Sharn can be a grim place that
                                                
                                            
                                                
                                                    . Corruption can be found among the ranks of government, the watch, the temples, and large businesses. This atmosphere makes Sharn a perfect location for adventures inspired by the noir genre. Sharn can also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     from their grim fortresses to wage war against their neighbors, ogres plunder farmsteads for food, and monstrous spiders drop from the web-shrouded canopies of trees. Within a dungeon, adventurers are
                                                
                                            
                                                
                                                    , takes many forms, and urban settings arenât always the safe havens they seem to be. This chapter provides an overview of these three environments plus a few unusual environments, taking you through the process of creating an adventure location, with plenty of random tables to inspire you.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     from grim fortresses to wage war against their neighbors, ogres and trolls plunder farmsteads for food, and monstrous spiders drop from web-shrouded trees. Adventures can also take place in cities
                                                
                                            
                                                
                                                     Yourself
 When youâre preparing an adventure to run for your friends, you donât need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     hidden within these supernatural mists, and of these secret realms, the most terrifying are those born of your nightmares and given grim life through your adventures. Although Ravenloft is a setting of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     targets inside the area of its antimagic cone, the ability of its central eye is incredibly effective in combat â instantly crippling enemy spellcasters, revealing the exact location of anyone using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Death Knight Death knights are deadly combatants and domineering commanders with grim histories. Some strive to end the curses that doom them to undeath, though their selfish souls eternally shackle
                                                
                                            
                                                
                                                     atones for its evil, it gains a new body in 1d10 days, reviving with all its Hit Points. The new body appears in a location significant to the death knight.
 Actions
 Multiattack. The death knight makes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     location. You and any of your friends within 30 feet of you canât be frightened while youâre not incapacitated. Sentience. Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of
                                                
                                            
                                                
                                                     telepathy to bring to the wielderâs mind a couplet or stanza of ancient Dwarvish verse. Personality. Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     approaches quietly. A character whose passive Wisdom (Perception) score meets or exceeds Rahadinâs Dexterity (Stealth) check hear him. âThe master wishes to see you,â intones a grim voice in the
                                                
                                            
                                                
                                                     darkness. Rahadin directs the characters to a random location in the castle, determined by rolling a d6:  d6 Location   1 Chapel (area K15) 2 Audience hall (area K25) 3 Study (area K37) 4 Tower roof (area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    Brain in a Jar Through rituals combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being is encased in a glass jar filled with preserving fluids and the liquefied goop
                                                
                                            
                                                
                                                    
 Languages the languages it knew in life
 Challenge 3 (700 XP) Proficiency Bonus +2
 Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Brain in a Jar Through an eldritch ritual combining alchemy, necromancy, and grim surgical precision, the brain of a mortal being (willing or unwilling) is encased in a glass jar filled with
                                                
                                            
                                                
                                                     location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.
 Magic Resistance. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is usually limited to 60 feet. The planeâs depths comprise a region of swirling mist and
                                                
                                            
                                                
                                                     Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane. Border Ethereal From the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Tomb Inhabitants A grim pageant of monstrous residents lurks in the tomb, waiting to greet visitors. Withers and the Tomb Dwarves Withers, Acererakâs undead custodian, oversees the undead maintenance
                                                
                                            
                                                
                                                     shapes match the keyholes of the skeleton gate in the lair of the Sewn Sisters (area 71). The Skeleton Keys table summarizes the location and shape of each key. Finding a Skeleton Key. Each of the first
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     knight), who has led many successful raids into the Dreadwood. Kiara is a grim figure, always cognizant of the threat posed by the forestâs denizens. She sees trouble behind every piece of news, and she
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , after which she means to erase from existence all those whom she once loved. At this grim juncture, the charactersâ only hope is to defeat Zariel or to bend the knee in fealty. Killing Zariel frees
                                                
                                            
                                                
                                                     hundred white abishai fly from Arkhanâs tower toward Zarielâs current location, with Arkhan leading the charge on the back of Asojano the chimera, and Torogar Steelfist by his side, carried on the back
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Red Wizards of Thay The Red Wizards hail from Thay, over two thousand miles east of the Sword Coast. A grim, dismal region spread across a towering plateau, Thay is defended by an army of undead
                                                
                                            
                                                
                                                     to eliminate a Red Wizard in service to the cult is to betray that wizardâs location to an agent of Szass Tam. However, characters who get too close to Szass Tamâs servants and his paranoid vendetta
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    Red Wizards of Thay The Red Wizards hail from Thay, over two thousand miles east of the Sword Coast. A grim, dismal region spread across a towering plateau, Thay is defended by an army of undead
                                                
                                            
                                                
                                                     to eliminate a Red Wizard in service to the cult is to betray that wizardâs location to an agent of Szass Tam. However, characters who get too close to Szass Tamâs servants and his paranoid vendetta
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Parts, but she agrees that such a powerful magic item could be found within the complex. She isnât aware of any other location where the rod piece might be. Laysa provides the characters with a rough map
                                                
                                            
                                                
                                                    , Marian admits that she once admired the archlich and even considered studying necromancy. When Marian realized the great evil involved, though, she eschewed this grim path. Regardless of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     them a starting point for seeking the information they need. The characters can learn the name and location of the Fishbone tavern in any number of ways, including talking to other tavern owners
                                                
                                            
                                                
                                                    , icy wind whistles through South Gate as you enter Luskan. The shops and taverns lining the main thoroughfare of the City of Sails are as battered and weathered as the grim customers entering them. At
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Red Wizards of Thay The Red Wizards hail from Thay, over two thousand miles east of the Sword Coast. A grim, dismal region spread across a towering plateau, Thay is defended by an army of undead
                                                
                                            
                                                
                                                     surest way to eliminate a Red Wizard in service to the cult is to betray that wizardâs location to an agent of Szass Tam. However, characters who get too close to Szass Tamâs servants and his paranoid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     grim warning. He wishes to atone for his crime and seeks an audience with Kwayothé, the merchant prince who controls the legal sale of fruit. Fearing for his life, Omala asks the adventurers to
                                                
                                            
                                                
                                                     the Lordsâ Alliance, offers to trade a sailing ship for an accurate map of Chult that shows the exact location of the ruins of Nangalore and Orolunga. Lerek represents wealthy Waterdhavian interests
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     feels quite right. Over long years, the monastery has drawn hundreds of dark recruits to its hidden location, through both whispered rumor and dark outreach to criminals seeking refuge from the law
                                                
                                            
                                                
                                                     (Perception) check. Any monk whose face is seen shows an identical grim countenance â a face flayed nearly to the bone, the result of a brutal initiation to better match the appearance of the Grand
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during
                                                
                                            
                                                
                                                     check or saving throw, you receive a grim vision of the DMâs determination, imposing disadvantage on your next attack roll, ability check, or saving throw.
53
As an action, you can become
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     characters years ago resurfaces, giving the characters a chance to finally bring the villain to justice. Sword and Sorcery A sword-and-sorcery campaign features a grim world of evil spellcasters and
                                                
                                            
                                                
                                                     the enemyâs flank to reach a demonic commander. The party might also support the larger army by holding a strategic location until reinforcements arrive, killing enemy scouts, or cutting off supply
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Bathhouse Locations The following area descriptions are keyed to map 1.3. D1. Courtyard Describe this location to the players as follows: This L-shaped courtyard features a trimmed lawn and nicely
                                                
                                            
                                                
                                                     blades stand guard near the pools and attack trespassers on sight. If a fight breaks out here, the necromite of Myrkul in area D4 joins the fray in the second round of combat. Describe this location to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     occupy this grim chamber, ready for deployment at a momentâs notice. Unless the soldiers have been called elsewhere to defend the vault or perform drudge work, the garrison contains sixteen skeletons
                                                
                                            
                                                
                                                     containing 20 bolts Two shields A suit of splint mail A bottle of Oil of Sharpness V28: Royal Quarters A grim iron throne and an iron statue of an intimidating knight stand in the middle of this room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect
                                                
                                            
                                                
                                                     hour, until it or the necromancer dies, or until the necromancer dismisses it as a bonus action.
 Reactions
 Grim Harvest. When the necromancer kills a creature with necrotic damage, the necromancer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    Mortuary Locations The following sections detail locations in the Mortuary. Each section includes a map of the location and an encounter designed to showcase the locationâs unique elements. You can
                                                
                                            
                                                
                                                    : This underground facility reeks of rotting flesh. Grim-faced workers shuffle between a series of chutes set into south wall, prodding supine bodies with rusty implements. Periodically, corpses tumble out
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    N9. Vistani Camp Several footpaths and horse trails lead to this location in the woods southwest of Vallaki. The woods part to reveal an expansive clearing: a small, grass-covered hill with low
                                                
                                            
                                                
                                                     Elf Hovels Six simple houses ring the base of the hill, three protruding from the north side and three from the south side. A grim, gray-cloaked figure stands in front of the door to this house. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     a robed figure with a grim skull for a face. Before the statue, a pair of skeletons kneel, holding an altar of polished black stone between them.
 This shrine is under the effect of a hallow spell
                                                
                                            
                                                
                                                     templeâs layout. If asked about the treasure vaultâs location, one of the skulls answers, âTreasure is found when Takhisis turns her ire south.â If the skulls from areas S8 and area S9 are questioned
                                                
                                            
                                        





