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Returning 35 results for 'guide changing locations'.
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Monsters
Spelljammer: Adventures in Space
pirates are adult neogi that serve as crew members aboard nightspider;nightspiders (see the Astral Adventurerâs Guide) and other neogi-controlled vessels.
Neogi society makes no distinction between
poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane
Monsters
Spelljammer: Adventures in Space
neogi and often fills the role of captain aboard a nightspider (see the Astral Adventurerâs Guide). The void hunter pledges fealty to one or more stellar entities in exchange for a taste of
with an eelâs neck and head. It can poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the
Monsters
Spelljammer: Adventures in Space
important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
moths (see the Astral Adventurerâs Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
3/day each: confusion, dream, mislead, programmed illusion, seeming
1/day each
âs Guide for more on madness.
Madness of Fraz-Urbâluu
d100
Flaw (lasts until cured)
01â20
âI never let anyone know the truth about my actions or
Monsters
Icewind Dale: Rime of the Frostmaiden
;Divine Rankâ sidebar in the Dungeon Masterâs Guide.) Aurilâs beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
Monsters
Icewind Dale: Rime of the Frostmaiden
winterâs cruelty. (For information on what defines a lesser god, see the âDivine Rankâ sidebar in the Dungeon Masterâs Guide.) Aurilâs beloved ice grasps all things in her
lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures
Monsters
Eberron: Rising from the Last War
actual locations, imposing disadvantage on the creatureâs attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Dungeon Masterâs Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
âI constantly see shapes moving in the shadows.â
2
Monsters
Icewind Dale: Rime of the Frostmaiden
;s Guide.) Aurilâs beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled
sheâs on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
spread across the worldâs oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their
have never been to the surface world. They struggle with the idea that they canât easily move up and down out of water, and the changing of the seasons mystifies them.
Tritons also find the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, creatures, locations, and situations for the adventurers to explore and interact with in a constantly changing, lively way. You, the Dungeon Master, play a vital role. The creators of Tyranny of Dragons
stage directions that must be followed. Tyranny of Dragons does not hold your hand and guide you step-by-step from the storyâs beginning to its inevitable conclusion. Instead, it presents people
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, creatures, locations, and situations for the adventurers to explore and interact with in a constantly changing, lively way. You, the Dungeon Master, play a vital role. The creators of Tyranny of Dragons
stage directions that must be followed. Tyranny of Dragons does not hold your hand and guide you step-by-step from the storyâs beginning to its inevitable conclusion. Instead, it presents people
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
followed. Tyranny of Dragons does not hold your hand and guide you step-by-step from the storyâs beginning to its inevitable conclusion. Instead, it presents people, creatures, locations, and situations
for the adventurers to explore and interact with in a constantly changing, lively way. You, the Dungeon Master, play a vital role. The creators of Tyranny of Dragons have tried to foresee the most
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
possible to realize even more character concepts. If you combine these options with those in Xanatharâs Guide to Everything, the possibilities for your characters become vast. Here are the options
featured in this chapter: A way to customize your characterâs origin by changing some of your racial traits Guidance on changing your subclass The artificer class, a master of magical invention Class
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil Poster Map Included with this product is a poster map of Sigil. The cityâs ever-changing nature and its myriad portals render concepts like distance, size, and travel time irrelevant. How long
it takes to get from point to point in Sigil is up to the DM. Prominent sites of interest are noted on the map, but countless other locations fill the cityâs ever-shifting streets, which the DM can detail.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Running the Adventures To run each of these adventures, you need the fifth edition core rulebooks: the Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. Spells and equipment mentioned in
the adventures are described in the Playerâs Handbook. Magic items are detailed in the Dungeon Masterâs Guide, and monsters appear in the Monster Manual. The table of contents summarizes the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
doorways lurk in the library, their locations or access requirements lost. Valuable books, scrolls, and other items might be trapped inside these extradimensional spaces.
When an extradimensional space
Candlekeep dispel it.
Great Library The Avowed transported the towers of the Great Library piecemeal from other locations and painstakingly reassembled them, creating a skyline of bristling spires
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
to other locations in time and space with a successful DC 20 Intelligence (Arcana) check. A failed check causes the characters to be misdirected physically or temporally, as you determine. If the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
are indeterminate and ever-changing. Map 4.1 shows the approximate positions of locations around Mount Ironrot relative to one another. The map doesnât include a scale due to this effect. Whenever the
or object is within 1 mile of the mountain. The third piece of the Rod of Seven Parts points only to Mount Ironrot without precision. Traveling Distances between locations anywhere in the Mournland
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monstersâ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
octopus 7 2d6 merrow 8 2d10 merfolk 9 1d6 items from Magic Item Table B in chapter 7, âTreasure,â of the Dungeon Masterâs Guide 10 Treasure rolled on the Treasure Hoard: Challenge 5â10 table in chapter 7, âTreasure,â of the Dungeon Masterâs Guide
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Portals Sigil boasts more planar portals than any other location in the multiverse. These innumerable doors link locations in Sigil to destinations on other planes or elsewhere in the city. Any
opening in the City of Doors might be one of these magic gateways. Fundamental to any Planescape campaign, portals are further detailed in the Dungeon Masterâs Guide and the sections below.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Navigating Thither Using the map of Thither as a reference, describe what the characters see as they forge their own path through the splinter-realm. Named locations on the map are described later in
the chapter. Shortly after arriving in Thither, the characters come upon a cave that is the home of a miser who spins gold into magic items. The miser, Nib, can provide directions to other locations
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gaining Access By the time they have visited the locations detailed in the previous chapters, the characters should have knowledge of a route to the surface world and a map or guide to help them
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations of the North The locations described in this section appear on the wilderness maps in this chapter. Additional information on several of these places can be found in the Sword Coast
Adventurerâs Guide. Not depicted on the maps are scores of tiny hamlets and hundreds of isolated homesteads scattered throughout the North. These places are too small to be of consequence. Even so
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, who knows its way around Yon, where the characters might stumble upon one or more of the following locations: Lockbury Henge, a meeting place for korreds (see appendix C) who can give directions to
characters to the palace. The characters can also reach the palace by an overland route, but they need a guide who knows the way. Without a guide, they would become hopelessly lost in the mountains of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Mechanical Guides Each mechanical guide is programmed to teleport through space and time to the adventureâs set locations, effectively dropping the characters at the start of chapter 3 or chapter 4
. Each guide can return to its agentâs manor at any time. Each guide is an unaligned Medium construct with AC 20, 50 hit points, and a speed of 20 feet. It has no attacks, and has a +0 modifier for all
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Dungeon Masterâs Guide, youâll find advice for how to create adventures and even create whole worlds. Guide the Story. You narrate much of the action during play, describing locations and creatures that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
encounter a tortle NPC willing to serve as a wilderness guide. This supplement describes three new tortle guides (see âTortle Guides").
The party might visit the Snout of Omgar, explore its locations, and encounter its inhabitants.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. The Sword Coast Adventurerâs Guide is
adventure. Spells and equipment mentioned in the adventure are described in the Playerâs Handbook. Magic items are described in the Dungeon Masterâs Guide. At various places, the adventure presents
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: the Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. The Sword Coast Adventurerâs Guide is
adventure. Spells and equipment mentioned in the adventure are described in the Playerâs Handbook. Magic items are described in the Dungeon Masterâs Guide. At various places, the adventure presents
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
directing the characters toward one of the three locations described in chapter 2. If any of the characters are affiliated with a faction, such as the Harpers, you can guide them toward Bryn Shander
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. We
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks: Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual. The Sword Coast Adventurerâs Guide is
. Spells and equipment mentioned in the adventure are described in the Playerâs Handbook. Magic items are described in the Dungeon Masterâs Guide. At various places, the adventure presents descriptive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Performing a psychic song or âsmell poem.â 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foeâs hidden lair. 6 Sharing excessive encouragement and praise.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Fifth Edition The Deck of Many Things was revised yet again in 2014 for the fifth edition Dungeon Masterâs Guide. OâConnorâs art remained, and the thirteen-card version of the deck returned, but the
deck has been in every edition of D&D, but there is no single âbestâ version of the deck. It has always been changing, and it always will. When you include the deck in your game, tailor it to your table
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
enhanced medusa for Lynx, or the brains in iron for Sir Ursas (see below for more information on both). Each expedition also has its own mechanical guide. You might use the members of the rival expedition
to chase after the characters, or they might have already arrived at one of the locations and be set up for the characters to stumble upon. The members of the alternative expedition might set






