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Returning 35 results for 'masters stand with only are for for locate'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like
weapons can strike true.
Yeth hounds can’t stand sunlight. A pack hunts at night and seeks to return to its dark den before dawn. If a yeth hound is exposed to natural sunlight, it fades away
Monsters
Mythic Odysseys of Theros
can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path
; these fiends delight in searching out treasure and slaughtering all who stand in their way.
Fell Minions. Harpies, vultures, crows, and other flying scavengers are attracted to an overlord's presence
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).
Locate Creatures and Objects. The morkoth is aware of any new
arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are
Monsters
Eberron: Rising from the Last War
strength as their servants — the fiends known as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And
in combat, Rak Tulkhesh roars in rage as new weapons are spawned from his body, called forth by the Rage of War to slaughter all who dare stand before him.
Khyber Shards. Rak Tulkhesh's soul is
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being
possessions stand out in its perception and are easily recovered.
Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crystal stand to either side of the western hallway.
The mind flayers have orders to thwart any frontal assault on the colony. The orogs are thralls under the illithids’ command and defend their alien masters to the death.
the following features: Sentries. Two mind flayers stand behind eight orogs (lined up in two rows of four) facing the double door to the west.
Pillars. Two stone pillars with glowing veins of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stand at attention on either side. Cassalanter Villa is an extravagant manse with dozens of lavish chambers for the masters of the house and their guests — but its splendor belies the terrible secret
stand out even among the other opulent estates of the Sea Ward. A three-story mansion lies in the midst of picturesque green gardens dappled with hedges and water features. The estate is surrounded by a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Using This Book This book explores the Domains of Dread, the mysterious expanses of the Shadowfell that serve as backdrops for excitement and terror. It guides players and Dungeon Masters through the
lineages and backgrounds that provide ominous pasts for any character as well as Dark Gifts and subclasses to shape their fates. Chapter 2 explores how Dungeon Masters can create their own new
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
artificers finish making the item. 2 Petition the ranking artificer for access to the workshop’s specialized library. 3 Use the workshop to create a crucial magic item. 4 Locate a stolen construct that has
the workshop’s masters to determine why a young artificer’s magic is producing unpredictable, often dangerous results. 12 Request assistance from the artificers in recovering crucial memories from a destroyed construct or warforged.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Only three of its five watchtowers towers still stand, though they appear abandoned. The wooden gates that once led into the castle grounds have been shattered, leaving a gaping hole in the wall.
The
their devil masters to prevent any mortal creatures from entering or leaving the cathedral. The characters must defeat the hell hounds to gain access to the cathedral. Have them make a DC 15 group
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, the kobolds are usually put to work enlarging their masters’ living area and protecting vital areas of the lair with traps and other defenses.
Some human communities hire kobolds to dig their
comedic preparations sometimes give rescuers time to locate and free the captives before the kobolds settle down for the main course.
Hatred
Because the gnome god Garl Glittergold trapped the kobold
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
sobering thought indeed! Surely the rewards for success cannot fail to be greater, for the fire giants—and their masters, perhaps?—have more loot for the taking. If the party (or one or more members
keep all the loot they find, plus the possibility of reward from the rulers of the lands being ravaged by the giant bands. And now the adventurers stand before the black and smoking slag hill that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Wizard Yes, I can get you inside that vault. I can locate that secret treasure you’re all hyped up about. I can get you out with no collateral damage. I’m fine if you care less about the “no
shake. Lingering Nightmares d6 Nightmare
1 You stand atop a cliff as an apocalyptic sea monster emerges and begins painting the world around you with a brush in each tentacle. You cannot
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
to the task necessary to exit the room. A character can also locate such an object by looking at the area and succeeding on a DC 15 Intelligence (Investigation) check. Leaving a Haunted Zone. A
Haunted Zone d6 Location Emerged 1 The characters sit in the dining room (area D5), sated and covered with sticky crumbs, though there’s no food in sight. 2 The characters stand in the storage room
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
should be captured so they can stand trial and potentially be sent to Neverwinter for imprisonment. Dangerous Trail Harbin posts official notices on a board beside the door of the townmaster’s hall
encourages the characters to keep up the pressure on the Cragmaw goblins. He offers the party a 500 gp reward if they can locate Cragmaw Castle and defeat or drive off the band’s leader. Sildar suggests
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Rosznar Guards Esvele has brought four guards with her to the tower. They wear the livery of House Rosznar and stand guard in area O1. Bought and Paid For Through her network of spies, Esvele learned about
dwarf engineers and requires a successful DC 20 Wisdom (Perception) check to locate. Esvele has already disarmed a magic trap on the door, rendering it safe to open. Beyond it lies a dusty staircase that
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Yeth Hound Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to
hounds as if they were made of fog, but magic weapons and silvered weapons can strike true. Yeth hounds can’t stand sunlight. A pack hunts at night and seeks to return to its dark den before dawn. If a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation. Masters of the Wind. Masters of
the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Yeth Hound Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted
to a close. Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made of fog, but magic weapons and silvered weapons can strike true
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
undead masters, destroying some of Szass Tam’s lich zulkirs and thinning the ranks of other undead. Little is known of the conflict beyond Thay’s borders, however. In this quiet civil war, both sides
, it wasn’t long before Rath Modar came into contact with the Cult of the Dragon and Severin. The young, ambitious cult leader sought powerful magic to locate the scattered dragon masks and to perform
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
spread in imitation of Tiamat’s five heads. Characters trying to pass as cultists might find this sign useful if they don’t overdo it. Cult members venerate dragons as powerful icons and masters, but
Purple”—the lords, leaders, and cult masters of particular locales. The cult is ruled by a secretive inner group led by Severin and four other wyrmspeakers—a term of respect given to those whose bond with
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
masters, destroying some of Szass Tam’s lich zulkirs and thinning the ranks of other undead. Little is known of the conflict beyond Thay’s borders, however. In this quiet civil war, both sides fear that
long before Rath Modar came into contact with the Cult of the Dragon and Severin. The young, ambitious cult leader sought powerful magic to locate the scattered dragon masks and to perform the ritual
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
masters, destroying some of Szass Tam’s lich zulkirs and thinning the ranks of other undead. Little is known of the conflict beyond Thay’s borders, however. In this quiet civil war, both sides fear that
long before Rath Modar came into contact with the Cult of the Dragon and Severin. The young, ambitious cult leader sought powerful magic to locate the scattered dragon masks and to perform the ritual
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
spread in imitation of Tiamat’s five heads. Characters trying to pass as cultists might find this sign useful if they don’t overdo it. Cult members venerate dragons as powerful icons and masters, but
”—the lords, leaders, and cult masters of particular locales. The cult is ruled by a secretive inner group led by Severin and four other wyrmspeakers—a term of respect given to those whose bond with
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
spread in imitation of Tiamat’s five heads. Characters trying to pass as cultists might find this sign useful if they don’t overdo it. Cult members venerate dragons as powerful icons and masters, but
Purple”—the lords, leaders, and cult masters of particular locales. The cult is ruled by a secretive inner group led by Severin and four other wyrmspeakers—a term of respect given to those whose bond with
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
. The townsfolk in the temple are near panic, however, and they won’t take orders from strangers unless someone makes a successful DC 15 Charisma (Persuasion) check. Otherwise, characters need to locate
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
point a chase ensues (see “Chases” in chapter 8 of the Dungeon Master’s Guide), or they might stand and fight. They might even try to set up some sort of ambush, since the front ranks of the party
(Ilvara, Asha, Jorlan, and Shoor) catches up and joins the encounter. Eluding Pursuit If the adventurers lower the pursuit level to 0, the drow lose the trail unless circumstances allow them to locate the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Characters can capture the cubs and spend months trying to domesticate them, but the kamadans turn on their would-be masters once they reach adulthood in a year. 4A. Shrine Entrance Flanking the entrance
, moss-covered room. Four statues of Omuan warriors stand in alcoves to either side, overlooking a barred gladiatorial pit in the floor. Each statue looks like it was meant to hold a spear, but its
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
. The townsfolk in the temple are near panic, however, and they won’t take orders from strangers unless someone makes a successful DC 15 Charisma (Persuasion) check. Otherwise, characters need to locate
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leads northeast from Beliard. When the adventurers locate the camp, read the following text: A footpath leads to a ruined stone wall that rings a hilltop. A dozen tents are pitched in the shelter of
the walls, along with a pavilion. At one side of the camp, five slumped figures are tied to wooden posts, each captive with a placard around his or her neck. Silent figures in leather breeches stand
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Mind Flayer Magic From their perspective as masters of psionic energy, mind flayers view magic as a wild, unpredictable, and primitive source of power. After all, anything that simple humanoids can
illithids, but many are powerful enough to stand on their own against attackers. See the alhoon entry in chapter 3 of this book for more information on undead mind flayers. FUNERARY BRAIN JARS
When a mind
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
cities stand on the brink of war, someone needs to make the arduous journey to convince a gold dragon to arbitrate the dispute.
2 A scholar has learned a secret so dangerous that a gold dragon
is set on magically wiping the scholar’s mind. The dragon is recruiting trackers to locate the scholar, while the scholar tries to hire bodyguards.
3 A gold dragon seeks to vanquish evil by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Themberchaud’s hoard from where they stand, as the dragon doesn’t allow them to get closer than 60 feet in front of him. The hoard consists of 3,000 pp, 20,000 gp, 45,000 sp, 150,000 cp, six 1,000 gp
). Droki uses the West Cleft to contact his employers, and Gartokkar wants the party to follow this derro and locate the Gray Ghosts. If the characters accept his offer, Gartokkar gives them a holy symbol
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of adventures is a fight to the finish. Only the leaders and those they take with them will normally seek to move to a place of safety; the rest will stand fast and battle to the end. Adventure Start
vents are everywhere, and some of these holes spurt out jets of flame from time to time. The characters will never locate any entrance into the place other than by the main gate, and there is a 33
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
campground for caravans passing over the bridge. Whether going north or south, caravan masters could anticipate a safe rest within the grassy space enclosed by the ruined walls, sharing the duties of
power of the gods for a reason, and surely that reason can’t be to stand guard while merchants sleep. Then again, the High Observer is, by all reports, a wise and effective ruler. Perhaps he perceives






