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Returning 35 results for 'masters such with only advance for for lurk'.
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Monsters
Curse of Strahd
spell component, a ritual object, or a potion ingredient.
Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.
Monsters
Eberron: Rising from the Last War
tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their rivals
to manipulate the fears of mortals sees tsucoras often sent to Eberron as Inspired (Tsucora variant);Inspired. Nothing keeps humanoid chattel in line like fear, and the tsucoras are the masters of
monsters
laws of the Nine Hells.
The greatest hell-bound vampires are masters of hellfire called infernalists, who prey on mages. Vampire infernalists are usually too arrogant to work together; even a large
course it is.
—Astarion on Vampire Infernalists
Vampire Infernalist Lairs
Vampire infernalists lurk in gloomy libraries or ritual chambers, far from the sun’s light. The region
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Mind Flayers: Scourge of Worlds Mind flayers, also known as illithids, are horrific, alien humanoids that lurk deep within the Underdark. Masters of psionic energy, they use their mental powers to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mind Flayers Brain-Eating Underdark Tyrants Habitat: Underdark; Treasure: Arcana Scattered survivors of a world-ruining, multiversal empire, mind flayers lurk in secret conclaves hidden deep within
’ biological tampering, while other Underdark-dwelling monsters—including kuo-toa, quaggoths, and troglodytes—often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.
Michael Broussard
Orc
Legacy
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Species
Volo's Guide to Monsters
area is at risk. If orcs come upon a target that is too large to assault directly, they will lurk along supply routes, taking out their frustration on caravans and travelers. Left unchecked, a tribe can
laden wagon or after heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order.
All Are Fighters
Most of the orcs that stay behind when the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
emotion to indulge in their own malicious interpretations of logic. For them, the multiverse is a puzzle that must be solved to benefit them, their masters, and the Nine Hells. Ice devils act
maliciously, disguising their whims as reason and strategy. In the service of evil masters, these insectile devils patiently plot the movements of infernal armies and scheme ways to fulfill wicked goals. They
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and giants, and the treacherous yuan-ti all lurk in the Serpent Hills, amid the tombs and ruined settlements of more than one fallen civilization. As the characters pursue Varram, roll a d20 every 6
dry wells are all that remain of the many lost settlements of the Serpent Hills. Lizardfolk. Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, trolls and giants, and the treacherous yuan-ti all lurk in the Serpent Hills, amid the tombs and ruined settlements of more than one fallen civilization. As the characters pursue Varram, roll a d20 every
all that remain of the many lost settlements of the Serpent Hills. Lizardfolk Lizardfolk regularly hunt and gather food for their yuan-ti masters, grabbing humanoid settlers along the fringes of the hills when they can.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 17-20: Masters of the World By 17th level, characters have superheroic capabilities, and their deeds and adventures are the stuff of legend. Ordinary people can hardly dream of such heights of
point, but they can still advance in meaningful ways and continue performing epic deeds that resound throughout the multiverse. Chapter 7 details epic boons you can use as rewards for these characters to maintain a sense of progress.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
ritual object, or a potion ingredient. Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk
amid the clutter of the witches’ lairs, seldom wandering far from their vile masters. Barovian Witch
Medium humanoid (human), chaotic evil
Armor Class 10
Hit Points 16 (3d8 + 3)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to consciousness lasts only a short time. The leaders of Merrshaulk’s worshipers, called pit masters, are malison warlocks that uphold and advance the age-old yuan-ti traditions. They sense that it has
as masters of the mortal world. See chapter 3 of this book for more information on yuan-ti malison pit masters. Sseth In the last years before the yuan-ti empire collapsed, Sseth appeared to the
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->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->Phandelver and Below: The Shattered Obelisk
potential in working together and swiftly dominated Illithinoch’s other mind flayers. Once they became masters of the stronghold, these three mind flayers engaged in increasingly bizarre and esoteric
, and now his arms end in writhing tentacles that alert Hashutu of any movement or other threat that might lurk nearby. Voalsh. In a desperate bid to reclaim their autonomy, the other mind flayers of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
good faith, he offers them an advance payment of 200 gp. (Even if they try their best but still fail to recover the box, Aubreck cannot afford to pay them anything more.) He says that the ship was
raising an alarm. Their plan is to clear out the ship, then lurk nearby to ambush anyone who comes to investigates the derelict.
The sahuagin strike first at any sentries. Typically, 1d4 + 4 dwarves from
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to the fungi fields of Donigarten, where they now roam as a pack, attacking intruders on sight. Escaped Slaves A group of 1d4 commoners (of any race) fled their masters when Demogorgon attacked and
behind the destruction. The slaves are desperate to escape from the drow and pitifully grateful for any aid offered. Giant Wolf Spiders These spiders lurk in burrows under the spongy ground, leaping out
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
vast, sunless sea that’s home to aboleths and kuo-toa The Wilderness Not all monsters lurk underground. Many of them inhabit deserts, mountains, swamps, canyons, forests, and other natural settings
Brass. Such faraway places beckon high-level adventurers to their doorsteps, defying the brave and the foolhardy to overthrow their evil masters and unlock their hidden mysteries. Many powerful, weird
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
escapes to fight another day. A well-developed recurring villain can put a face to the sinister conspiracies that lurk in the darkness and thus strengthen the players’ sense of immersion in the world. You
the Inspired, for example, they still need to learn the secrets of the Inspired and their quori masters in order to figure out how to deal with this threat. Sometimes the mystery is enough to make
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
powerful magic in an ancient ruin, hoping to use it to conquer the region. 14 A scheming aristocrat hosts a masquerade ball, which many guests see as an opportunity to advance their own agendas. At least
expedition to a famous ruin. Levels 11–16: Masters of the Realm Chase Stone The death of an ancient dragon can shake the foundations of the world The fate of a nation or even the world depends on
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there. Creatures that are drawn through the shadows by meazels are cursed by the meazels’ baleful magic
can loot the libraries, plunder the vaults, and gather up secrets of arcane lore from the wreckage.
Puppet Masters. Nagpas work in the shadows, manipulating events to bring about ruin. As accomplished
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
here is full of deep, enormous gouges.
Advance Warning. A character who succeeds on a DC 15 Wisdom (Survival) check can identify the gouges and tracks in the area as belonging to Large bipedal
to this zone. 50. Barghest Range The grassy turf grows high in this large cavern.
Creatures. Two barghests (see appendix B) lurk in the tall grass. A character who succeeds on a DC 20 Wisdom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, cackling undead share a few of the lich’s attributes — but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain.
The most important part of the
delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
area is at risk. If orcs come upon a target that is too large to assault directly, they will lurk along supply routes, taking out their frustration on caravans and travelers. Left unchecked, a tribe
heroically defending it from thieves gain great respect and advance higher in the tribe’s pecking order. All Are Fighters Most of the orcs that stay behind when the warriors go on their raids are weaker than
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
toward the myconids, one violet fungus attacks them, extending long tendrils that cause immediate rot when they touch living flesh. Read this text: As you advance into the cave, a sickly looking mushroom
walls between the purple crystals and the fissure.
Two fume drakes lurk amid the sulfurous fumes. These elemental creatures look like little dragons formed entirely of greenish smoke. They don’t leave
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Soldiers and officers occupy several areas around the city, most of which contain defensive works and armories. The githyanki also maintain barracks that serve as mustering points in advance of raids. All
those they slay. When captives are no longer useful, their masters might end their lives, or they might simply stop caring about their possessions and leave the creatures to fend for themselves
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
battleground for warring genies. After years of struggling beneath their genasi masters, human slaves arose to follow a Chosen of Ilmater, at first using nonviolent resistance, and then erupting in full
together without genie masters, and to grudgingly accept the remaining genasi among them. Chult. The vast, choking jungles of Chult hide what many believe to be great mineral wealth, including large
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
tail tipped with a vicious stinger. They are cruel and calculating, enjoying the power they wield over others as they concoct elaborate schemes to advance their own positions and discredit their
. Their ability to manipulate the fears of mortals sees tsucoras often sent to Eberron as Inspired. Nothing keeps humanoid chattel in line like fear, and the tsucoras are the masters of manipulating the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
future and know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling insights to advance their own status. Diviner Wizard
regains 9 (2d8) hit points.
Transmuter Wizard Transmuters are masters at transforming physical forms. They typically view magical transmutation as a path to riches, enlightenment, or apotheosis
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Masters’ Domain This sector is the central sanctum of the Red Wizards in charge of the Doomvault. Locations in the Masters’ Domain are identified on map 5.5. Map 5.5: Master’s Domain Temples of
smiling figure with its hands held out, as if ready to accept an offering.
In contrast to the beatific pillars, alcoves around the room contain statues of four-armed gargoyles.
Advance Notice
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lurk in the depths of Khyber.
Avassh. The Twister of Roots devotes its attentions to plants. Avassh is said to be the source of shambling mounds and myconids, but any unnatural and deadly
daelkyr. The daelkyr are masters of flesh-shaping, and they altered existing life forms—often beyond recognition—to create soldiers for their wars against the peoples of Khorvaire. When a character
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Lair Twisting ledges divide this chamber into multiple sections, creating a series of increasingly deep tiers. Stalagmites dot the floor.
Advance Notice. Those entering this area can hear the babble
map, the ceiling stays level. Creatures. Four gricks climb and wander on the top two steps, while two gibbering mouthers lurk on the third. One grell starts out flying above area 45. Six prisoners
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Locations Before the characters descend into the dungeon, allow them to advance to 4th level. The following area descriptions are keyed to map 1.6. V20. Cellar The characters might enter this
Gate. Given time, Thavius thinks he can use the shield to drag Baldur’s Gate down into Avernus. Thavius craves power and the appreciation of his hellish masters. However, he abhors violence and avoids
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
investigate those areas because the coven’s minions keep a close eye on him. (The two disguised scarecrows from area T9 lurk around the guest rooms at night, and the gargoyle above the tower entrance of
and is quietly cursing and whispering.
Glitter, a tiefling spy transformed into a kobold by the hags (see “Coven Victims” earlier in the adventure), is working late for his masters. He is trying to






