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Returning 35 results for 'guarding climbing locations'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those found in deep
. A girallon that’s captured when young and carefully trained could end up in a seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would
Monsters
Fizban's Treasury of Dragons
able to awaken psionic potential in others, and many of the greatest psi warriors in history were the dragon’s students.
4
After centuries guarding the world against incursions from the Far
, preferring caverns with at least one entrance submerged underwater. They prize locations with a combination of open space, connecting tunnels, and dead ends to make the most of their natural and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Reaching the Tomb The following locations provide different ways to access Xeluan’s tomb. Ruined Citadel Oztocan’s most prominent landmark is the ruined citadel around which the town was built. A
citadel, now a tumbled-down ruin. A tunnel has been opened at the base of the ruined citadel. Crude, torchlit steps descend into the earth.
The ten veterans guarding the tunnel entrance are loyal to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dragonmarked Characters Here are examples of characters with this mark. Outlander Ranger. You’re a courier who specializes in dangerous deliveries to exotic locations. Your assignments take you into
, and you love climbing towers and leaping between bridges. You value friendship and freedom. You’re more interested in having fun and helping your companions than in joining up with some stuffy house.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
where the walls of the ledge meet the walls of the fortress. Five vrocks are perched on the ledge, one each at locations 17a through 17e. These demons were summoned by Drivvin Freth, and they obey only
, alerting all creatures in those locations. The demons then eagerly join any battle that erupts. 17a. Northeast Perch The vrock perched here focuses its attention on the ramp leading up to this area. 17b
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
18. Collapsed Cavern Nezznar’s servants occupy this cavern, guarding against undead incursions and carefully sifting through the rubble. The Black Spider’s divinations suggest that some valuable
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
heard up to a quarter mile away. Guarding the mouth of the canyon is a roc that the stone giants have tamed (see area 2). Characters who see the mouth of the canyon can also see the roc’s nest nearby
option of climbing down into the jagged rift at a point of their choosing. The sounds of their descent are muffled by the wind.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and have abundant handholds and footholds. Climbing them requires a successful DC 10 Strength (Athletics) check; on a check that fails by 5 or more, the creature slips and falls into the lava. 40a
to fly are suppressed within the chasm.) Unlike other teleport traps in the Obstacle Course, this trap doesn’t teleport creatures to other locations. 40d. Magma Mephits’ Pool Six lava children (see
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
tower is staffed by an amnizu commander, a chain devil subcommander, ten bearded devils (each one with a hell hound on the end of a short chain), and two spined devils (see “Watchtower Locations” for how
chain devil subcommander can animate them using its Animate Chains ability. Climbing a chain requires a successful DC 16 Strength (Athletics) check.
Map 3.7: Styx Watchtower View Player Version
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
To the Forbidden Vale Map: Overland Map shows the locations of Arborean Springs, the wildfires (shown in orange), the Forbidden Vale (area V8), and other key sites in the region. Each area is
terrain, allowing the characters to travel at a Normal or Slow pace. They’ll have to deal with a wildfire (area V4) before reaching the mountain. Stage 3. Climbing Mount Glathek (area V7) to the vale (area V8) involves a 3-mile journey up the mountainside at a Slow pace.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
severely sloped, creating ice slides. Descending an ice slide is easy; climbing one is another matter. A character needs crampons or other climbing gear to ascend one of these slippery passages. Professor
is in a position where it can view its surroundings. Psychic Hauntings The Caves of Hunger have a way of capturing and holding on to psychic trauma. In certain locations, the text will ask you to check
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Aerojaunt Field Locations The following locations are keyed to the map 4.2. Descriptions assume the characters are using this field during the day. At night, the field is devoid of students. Map 4.2
, the vial contains oil of slipperiness. In the east dugout, it’s a potion of climbing. A character who searches a dugout finds the relevant vial tucked underneath a back bench. A5. Bleachers These bleachers rise 30 feet in the air at the back.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the vessel. A secret entrance might be concealed behind the Grand Master’s throne in area M3, opening to reveal a spidery contraption resembling an iron golem, and operating as a climbing elevator down
in two different locations. Characters are fully conscious and ambulatory while in such a state, their heads operating independently of their bodies until both are reunited. See the “Teleportation-Field Devices” sidebar for more information.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
temperate or warm forest environments abundant with life. They share apes’ adeptness at climbing, although few trees can support the weight of these half-ton creatures. The ruins of cities, especially those
captured when young and carefully trained could end up in a seemingly unlikely place, such as guarding the entrance to a city’s thieves’ guild. Those who would keep a girallon must always be wary, however
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their territories, whether such places are Abyssal wildernesses or locations where these demons have been conjured by wicked magic-users. Barlguras litter their territories with fiendish icons and
demons turn on one another in frays that can devastate vast expanses. Barlguras vary in appearance, but all have powerful frames and hands capable of climbing swiftly and delivering crushing blows. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
. Two spots in the mud are the locations of geysers. The northern one erupts once every 5 minutes, the southern one every 3 minutes. The stone platform opposite the entrance is approximately 90 feet away
. The disks and the chains, as well as the walls of the cavern, are covered with a wet, slippery algal scum. This coating gives off a feeble phosphorescent glow. Climbing the chains or the walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
: a beholder guarding a treasure vault (area 44) and an aboleth lurking in an underground lake (area 65). These creatures can’t use lair actions within the tomb, and the regional effects of each
: The skeleton key is unaligned. It has a climbing speed of 30 feet and can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. It wields a pair of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Guildhall Locations The following locations are keyed to map 11.1. Mike Schley Map 11.1: Moonstalker Guildhall View Player Version 1: Crescent Antechamber The curved southeast wall of this room has
chairs. The bosses use this elegant meeting room to plan future heists and to meet with guests they wish to impress. 6: Guard Post Two wereboars stand before the northern doors, guarding the vault
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
., one target. Hit: 7 (1d6 + 4) slashing damage.
Forest Hunters. Girallons are most common in temperate or warm forest environments abundant with life. They share the ape’s adeptness at climbing
another sort of forest — and better yet, one whose uppermost “branches” can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
“Nightstone: General Features” sidebar for information about the settlement. Map 1.1 shows its layout. The sections that follow describe locations on that map. NIGHTSTONE: GENERAL FEATURES
Nightstone
palisade’s logs rise to sharpened points, and the gaps between the logs are sealed with tar. The palisade and its stone watchtowers (see area 2) can’t be climbed without the aid of climbing gear or magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bristling with armaments, guarding the way to a magnificent drow city A subterranean rift filled with giant fungi and ruled by a megalomaniacal beholder or fomorian king A chain of rocky islands on a
. The wilderness can be just as dangerous as any dungeon, particularly when there’s nowhere to hide! Some wilderness locations are just as memorable as any dungeon: A roc’s nest made of shattered ship
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, granting them immortality in return for monstrous power and an oath of fealty. Graz’zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Regardless of a pit’s depth, its walls are too smooth for characters to climb without the aid of climbing gear, magic, or the Spider Climb trait (or a similar ability). Teleport Traps Teleport traps are at
the locations marked T on the map. A teleport trap is a magical effect usually cast on a 10-foot-square section of floor, set to trigger whenever a creature enters the trap’s space. The trap extends
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) check. No ability check is required if the characters use a rope or climbing gear. A goblin clan driven from the Ardeep Forest by wood elves took refuge in the Dripping Caves a little over a month ago
that follow describe locations on that map. DRIPPING CAVES: GENERAL FEATURES
The Dripping Caves are naturally formed and have the following features in common.
Darkness. The Dripping Caves contain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to open it were simple, nothing elaborate or complex. Each of the five dragon heads surrounding and guarding the Portal must be propitiated with the correct phrase. Each must be spoken to in the proper
another. Some portals function like doorways, appearing as a clear window or a fog-shrouded passage, and interplanar travel is as simple as stepping through the doorway. Other portals are locations
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Trench of Love Lost Locations The following locations are keyed to map 12.2. Map 12.2: trench of love lostView Player Version T1: Trench The trench is 200 feet deep. At the bottom is the wreck of
been guarding for so long. Derek then directs the characters’ attention to a shadowy shelf where rest two elegant tomes made from iron-bound pages of carved slate. These books bear the symbols the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
at head height. These features are sometimes trapped or magically warded to prevent anyone from climbing the building’s exterior. Interior walls usually have floor-level holes or tunnels that a Medium
through. Yuan-ti lairs in human settlements are nothing like the accommodations in their own cities. Because these locations are used mainly by humanoid purebloods and cultists (or were built by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stout vines, so climbing into or out of the grotto is easy and automatically successful. The bones are the remains of Ormalagos, an adult green dragon better known during her lifetime as Needle. She used
this grotto as a lair but feared Batiri goblins had sniffed out its location and were getting ready to raid it. Needle was in the process of moving her treasure to other locations when the goblins
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Torrents Features The complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Cavern ceilings are 10 feet above the water. Climbing. The walls are rough
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Spawn Hollow Locations Many slaadi reproduce by implanting Humanoid hosts with eggs that transform into slaad tadpoles. In the weird dimension of the Far Realm, however, biology takes strange turns
following locations are keyed to map 7.4. Mike Schley Map 7.4: Spawn Hollow View Player Version S1: Entry Cavern The walls, floor, and ceiling of this chamber are soft but rough, like warty skin. Two
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
escape the sludge at the start of its next turn. Curst Escape Locations The following locations are keyed to map 6.1. Mike Schley Map 6.1: Curst Escape View Player Version C1. Junk Heaps The paths
climbing 20 feet up the garbage heaps. C2. Hidden Tunnel A narrow passage winds through tons of debris before opening into a leaking, dead-end cavity. Oily sludge pools along the east edge of the chamber
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
plan. Spread out between the two areas are cultists (one per character) with tridents, guarding several bound victims who will be sacrificed at the conclusion of the ritual.
The ritual takes 10
night. When the cultists began grabbing people, she used disguise self to imitate a cultist, and then snuck away here to hide. She thought about climbing out the window but is afraid the fall might kill
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Walking Castle Locations The following locations are keyed to map 4.1. The compass on the map and directions in the following descriptions are provided for ease of use. Marco Bernardini Map 4.1
this simple room. Ladders descend to the floor below and rise to the level above.
An incubus named Arcis, who serves Thlaarsh, waits in this room, guarding the prisoner on the floor above. If he heard
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
in rugged leathers rapidly climbing a rope out of the chasm, pursued by several horse-sized spiders.
Clystran (neutral good, human scout) is being pursued by five giant spiders as the canyon floods
Hollow Locations Most structures in Heart’s Hollow are carved out of the wall of a deep crater. Patchwork fabrics scavenged from the wastes decorate each home, and lanterns hang in every window
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
mesa are separated by 10-foot-high cliffs. Climbing a cliff requires a successful DC 12 Strength (Athletics) check. Pliinki, a mad derro savant (see appendix C), stands atop of the mesa. Hidden on a
shelf above the cavern’s entrance, a spectator tasked with guarding this area sees the characters as soon as they walk 15 feet into the cavern. The spectator screeches an alarm and attacks, killing






