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Returning 35 results for 'monsters setting with only asked from for light'.
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monster sending with only ashes from for light
Monsters
Waterdeep: Dragon Heist
save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light
for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle's Concoctions. Most of his potions and elixirs are nonmagical, but he
Monsters
Phandelver and Below: The Shattered Obelisk
one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: light, mage hand
1/day each: charm person, hold person
, magic missileA former member of the Lords’ Alliance, Glasstaff seized an opportunity in Phandalin to line his own pockets. Originally tasked with setting up a constabulary, he instead assembled
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the sorrowsworn.Horrid little monsters, wretched sorrowsworn—or the Wretched&mdash
landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. Light has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Special Equipment. Light carries and is attuned to the Witchlight vane. In Light
’s hands, the vane is a finesse weapon.Multiattack. Light makes two Witchlight vane attacks.
Witchlight Vane. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Candlekeep Mysteries
damage on a failed save, or half as much damage on a successful one.
Spellcasting. Quill casts one of the following spells using Charisma as the spellcasting ability (save DC 17):
At will: light
cheekbone down to his jaw. If asked about the scar, he explains that he got it years ago when the man who burned down his home village slashed his face with a dagger. It serves as a constant reminder of his
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target, the claw can attack only that target.
Shadow Jump (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Jump"}. If the boneclaw is in dim light or darkness, each
creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.Deadly Reach. In response to a creature entering
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Both the space it leaves and its destination must be in dim light or darkness.
Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save
monsters, both to conceal their identities and to strike fear into their foes.
An iron shadow is usually recruited from the ranks of the Feywild’s hobgoblin armies or from among the hobgoblins who
Monsters
Eberron: Rising from the Last War
Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the
Erandis as a lich.
As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they
Monsters
Eberron: Rising from the Last War
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Incinerating Beam"}. The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a
decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of
Monsters
Waterdeep: Dungeon of the Mad Mage
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
Monsters
Quests from the Infinite Staircase
Feywild and worlds of the Material Plane until two dear friends created a wondrous garden and asked the Gardener to tend to it. The Gardener agreed to the request, then pulled the garden from the Material
. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.
Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a
Monsters
Curse of Strahd
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
hunting evil monsters.
The Waiting Game. Van Richten isn’t a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich
Gunpowder, Powder Horn
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Equipment
halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
Setting
Gunpowder, Keg
Legacy
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Equipment
halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
Setting
Monsters
Mordenkainen's Fiendish Folio Volume 1
that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire
Monsters
Infernal Machine Rebuild
artificer spells prepared:
Cantrips (at will): light, mending, message, shocking grasp
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
2nd level (3 slots): invisibility, Melf's
master alchemist and creator of monsters, whose own blood was said to possess dire magical properties.
He is vainglorious, egotistical, and utterly ruthless in furthering his research. His career began
Demilich (Variant)
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Monsters
Monster Manual (2014)
evolution. The lich Acererak — a powerful wizard and demonologist and the infamous master of the Tomb of Horrors — anticipated his own transformation, preparing for it by setting enchanted
hit points.A Demilich’s Lair
A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich’s
Species
Eberron: Rising from the Last War
kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters
-Lashtavar.
—Lakashtai, servant of the light
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori
Compendium
- Sources->Dungeons & Dragons->One Grung Above
then, I was given the opportunity to reimagine them, rewrite them, and include them among creatures that can potentially exist in any D&D campaign setting… and then it happened. Someone asked me to DM
Introduction Ever since I joined the D&D team in 2010, I’ve thought about a future where the grung were “a thing” again. These long-forgotten amphibians from the 2nd Edition Greyhawk setting had
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a great empire, and magically aided travel between its cities is commonplace. Monsters Are Uncommon. What if monsters are rare and terrifying? In the Ravenloft setting, horrific domains are governed
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
geographical overview of the setting; information on key locations, personalities, and organizations; an introductory adventure; and a bestiary of monsters and villains. Eberron Campaign Setting (3.5E
): The first sourcebook for the setting, this provides a general overview of the world. This includes the artificer class and statistics for monsters unique to Eberron (deathless, daelkyr, quori), along
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
describes the villains and monsters the heroes must overcome and the locations they must explore to bring the adventure to a successful conclusion. This adventure presents Phandalin, the surrounding region
, and the Underdark below, as a campaign setting in which you can base adventures of your own. All pertinent details about the setting are covered in this book, with room to add new locations and villains of your own design.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
corruption and greed? Are you a compassionate person who seeks to lead people to the light, or a zealot determined to crush all darkness? How will you react when you encounter monsters—minotaurs, ogres, gnolls—in a civilized setting?
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-sorcery setting at the dawn of civilization, where barbarians battle evil sorcerers, or a post-apocalyptic fantasy where elves and dwarves wield magic amid the wreckage of a technological civilization. Most
D&D settings are somewhere between those two extremes: worlds of medieval high fantasy with knights and castles, as well as elven cities, dwarven mines, and fearsome monsters. The world of the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
Monstrous Compendium Vol. 2: Dragonlance Creatures This bestiary provides game statistics and lore for eleven monsters that, while linked to the fantastical and war-gripped Dragonlance setting, are
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Setting the Adventure This adventure takes place in the Western Heartlands of the Sword Coast region in the Forgotten Realms campaign setting. You can set the adventure on a different world if you
. Allied forces have recently recovered it, but the fortress is in the path of a horde of monsters sent by the sinister lich Lady Illmarrow. Greyhawk. The recently reclaimed fortress stands in the northern
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
setting and what is unique and fun about it. Step 2: Draw In the Players. Think about how the characters will get drawn into the situation you’ve established. Consider how the adventure might tie in
Adventures
A published adventure includes a pregenerated scenario with the maps, NPCs, monsters, and treasures you need to run it. This allows you to focus your preparation time on plot developments
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the villains and monsters the heroes must overcome and the locations they must explore to bring the adventure to a successful conclusion. This book presents Icewind Dale as a self-contained campaign
setting in which you can base adventures of your own. All pertinent details about the setting are covered here, with room left to add new locations and villains of your own design. TENDAYS AND
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Worlds of Adventure The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and spectacular adventures. They begin with a foundation of medieval fantasy and
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Worlds of Adventure The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and spectacular adventures. They begin with a foundation of medieval fantasy and
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
party could be summoned by a factional leader seeking aid against the Cult of the Dragon, with the characters asked to undertake the “Varram the White” portion of the “Chapter 11 and 12: Death to the
the “Chapter 9: Council of Waterdeep.” Tyranny of Dragons can be adapted to different regions of the Forgotten Realms, or to a different campaign setting entirely with a bit of preparation on your part
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
having them light a candle detailed in area 25. When every character has asked a question and the spirit conveys its message, the presence moves the planchette to the word “Farewell” and departs. The
WITCH”. The planchette then moves to the skull image at the top of the spirit board. Mara wants to use the characters to free her consciousness from the house. She tests them first, setting the
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Setting the Adventure Uni and the Hunt for the Lost Horn can take place in any woodland setting where magic and monsters are rife. The Dungeons & Dragons animated series unfolds in the Realm
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Gnomish, Terran, and Undercommon, but not Common. If asked for advice on the mission, the sergeant offers the following information and guidance: Friendly Advice. The sergeant urges the characters to
presence of monsters there. (Normally kept at bay by the clockwork automatons, monsters are likely to have ventured from their hidey-holes and into the streets. Gricks are a particular nuisance.) Healing
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Evermoors or the Lurkwood — wild regions filled with ruins and monsters. You can choose to narrate as much of the party’s overland travel as you wish, setting up encounters en route. If Eldeth is






