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Returning 35 results for 'monsters shades with only are for for located'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
following categories: Material Realms. Most D&D worlds are located on the Material Plane, which has two planar echoes: the Feywild and the Shadowfell. Transitive Planes. The Ethereal Plane and the Astral
the Inner Planes. Outer Planes. Seventeen Outer Planes correspond to the nine alignments and shades of philosophical difference between them. Positive and Negative Planes. These two planes enfold the
compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
frightful creatures, including scarecrows, mimics, and horrifying incarnations of abstract ideas come to life. (For more about the monsters found in Shadowmoor, see chapter 3.) Shadowmoor Denizen
a twilight hue. Many inhabitants prefer clothing in shades of black, deep blue, or rich purple. Shadowmoor denizens often see life through a stark lens of realism and even pessimism. They reflect on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
taken up residence at an old temple site where the grippli village used to be located. These serpentfolk, unlike others of their kind, are friendly toward the grippli, and the frogfolk are helping
a second group of yuan-ti. These monsters are vicious and cruel, the exact opposite of the earlier visitors.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
monsters roam the blasted landscape. The characters must navigate this wasteland in search of the rod piece, ultimately discovering that the piece is located inside the remains of an enormous, highly advanced, bipedal war machine called a colossus.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Starting Point: Callestan The Sharn Watch won’t set foot in Callestan. Located at the base of Lower Dura, it’s been abandoned by the city above. Colors are faded, stones are cracked, and half the
buildings should be condemned. The closest thing this district has to law is the Boromar Clan… and now they’re being challenged by the monsters of Daask. Every day there’s the chance that a war will
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
mind flayers attacked the area long ago, the groups didn’t fight alongside one another and were individually annihilated. Only monsters live in the crossroads region today. Humanoids rarely travel
grimlocks can come and go with ease. The dangers of Gibbet Crossing itself have proven harder to uproot, but Qunbraxel has an idea where the obelisk fragment is located, so the mind flayer hasn’t
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
filled with monsters and puzzles. Stories state that the archlich created similar tombs to guard precious magical artifacts. One such tomb is located on the isle.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
that flows out of Neverwinter Wood, using the river to transport logs to the city. One particular camp, located on the south side of the river, is run by a craven opportunist named Tibor Wester, the
territory in Neverwinter Wood. The anchorites have hidden a totem in his camp that has attracted ankhegs. The burrowing monsters caught the loggers by surprise, killing all twelve of them. Tibor survived by locking himself in his office, where he intends to remain until someone rescues him.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
DM determines whether anyone involved in the combat encounter is surprised.
Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers’ marching
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Chapter 5: Isle of the Abbey A local mariners’ guild would like to claim a small, strategically located island and build a lighthouse there. But so far, its representatives have not been able to
reached back to his early days as a Dungeon Master, restricting himself to using only monsters found in the rulebook he started with. The result is a scenario that shows how restraints breed creativity.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
DM determines whether anyone involved in the combat encounter is surprised.
2. Establish positions. The DM decides where all the characters and monsters are located. Given the adventurers' marching
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fall prey to monsters, and no place is safe from the sudden wrath of a dragon. Icewind Dale, featured in this adventure, is located in a region called the Far North, which is dominated by the Spine of
across the world, but these paths are never safe. Fell magic and deadly monsters are among the perils one faces when traveling in the Realms. Even farms and freeholds within a day’s walk of a city can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with frescoes depicting dwarves defending their mountain homes against ankhegs, purple worms, umber hulks, and other burrowing monsters. (Hidden behind a fresco of a dwarf battling a bulette is a
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 13b on level 9, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
behind them, the characters hopped on a ship to the Moonshae Isles and escorted traders around the Sword Coast area. They fought privateers and oceanic monsters in their bid for high adventure. 3 The
them to learn more. As a result, they know everything the Wizards Three tell the party about the planes where the pieces of the rod are located. 6 Hoping to put their experiences behind them, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
monsters.
Forgotten Realms. Located northwest of Mirabar in the Spine of the World, Khundrukar was a shield dwarf stronghold that became overrun by renegade orcs from the Many-Arrows tribe, unhappy with
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray. Eerie Token. As a bonus action, you can harmlessly remove a
. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Nyanzaru is an explosion of color. Buildings are painted in bright shades of blue, green, orange, and salmon pink, or their walls are adorned with murals portraying giant reptiles and mythical heroes
either the Thundering Lizard (if they’re looking for a raucous time) or Kaya’s House of Repose (if they want a good night’s sleep). Both inns are located near the Red Bazaar (area 18). Meanwhile, Syndra
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
version of the Rogue card from a Deck of Many Things. The four other cards mentioned in the statue’s message—Sage, Jester, Knight, and Fates—are each located in a different area nearby. Grooves in the
enough clues to correctly arrange the objects without having to guess, this puzzle can take any number of forms. Missing Pieces. You can choose where the missing cards are located. For example, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
monsters have slain people in the fog. Those who’ve witnessed the tragedies are shocked anew by the sight of bodies when the fog dissipates. The deaths are always considered accidents or bizarre but
characters should investigate: Construction Site. Located outside the city walls where the Tiger District abuts the nearby forests, this construction site has suffered numerous attacks and unexplained
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
located in the southwest corner of the room. See the “General Features” section for more information on secret doors. Developments No monsters or villains are found in this area, but the ruffians in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Monster Behavior The attitudes, motivations, and behavior of the monsters in an encounter help determine how a social interaction plays out (and whether it might erupt into combat) and influence the
“Nonplayer Characters” section of chapter 3 to flesh out the details of that individual’s personality and aims. For a group of nameless monsters, you can decide on a personality based on the monsters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures.)
Statues. Alcoves along the walls once held six statues, but five of them lie toppled and smashed to pieces on the floor. The sixth statue, located in the middle alcove along the east wall
, and two male halflings) and six unlucky monsters (two kobolds, three goblins, and a carrion crawler). Treasure. A copper crown with six arrowhead-shaped malachite spires (75 gp) hangs from one of the carrion crawler’s stony tentacles.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
ruins of long-lost kingdoms. Amid a lawless wilderness of jagged, snow-capped peaks, alpine forests, bitter winds, and roaming monsters, the coast holds such great bastions of civilization as the city of
monsters. High Road This highway hugs the coast, connecting Neverwinter to the coastal cities of Luskan to the north and Waterdeep to the south. For years, the stretch of road south of Neverwinter fell
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the
turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the
turns during combat. When combat starts, every participant rolls Initiative; they make a Dexterity check that determines their place in the Initiative order. The DM rolls for monsters. For a group of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Agora (JAMES RYMAN) Many settlements in Theros have a centrally located agora, or public forum, where artists perform, politicians give speeches, philosophers debate, vendors hawk their wares, and
any humanoid, from a corrupt politician to a common criminal thug. Some of these folks use monsters to do their dirty work. Examples of such villains appear on the Agora Villains table. Agora Villains
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Sea Tritons are an amphibious people, at home in the water but mobile on dry land. Their bodies are covered in fine scales that range from yellowish-green through shades of blue to deep purple
ascendancy over the monsters of the sea and the poleis of the land. Depths of Curiosity Many tritons are intrigued by surface culture. The curious among them venture into sunken ruins and shipwrecks
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
against pirates, raiders, and monsters. The guard is seen as something of a meddlesome force, since most of its members are drawn from the military veterans who migrated here with the crown’s blessing
serious cases earn the death penalty. In most instances, these crimes are dealt with in Seaton, the provincial capital located east of Saltmarsh.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
exist in multiple worlds at the same time. These points might be located at or near the roots of the worlds—the places where the seedlings of the First World’s great tree took root and grew into a new
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
from which ships depart for Chult, a peninsula far to the south. Port Nyanzaru, located on the northern coast of Chult, enjoys a respectful and mutually beneficial trade relationship with Baldur’s Gate
, rarities from the depths of Chult, seen nowhere else on the Sword Coast, regularly trickle into the port and market stalls of Baldur’s Gate. The sea routes between Baldur’s Gate and Chult are far from safe. Pirates, Amnian privateers, and sea monsters are common in these waters.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
for Chult, a peninsula far to the south. Port Nyanzaru, located on the northern coast of Chult, enjoys a respectful and mutually beneficial trade relationship with Baldur’s Gate, and both cities are
Chult, seen nowhere else on the Sword Coast, regularly trickle into the port and market stalls of Baldur’s Gate. The sea routes between Baldur’s Gate and Chult are far from safe. Pirates, Amnian privateers, and sea monsters are common in these waters.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-known region located near a ruined castle with monster-filled dungeons Bandit Kingdoms, the Four to six bandit lords Feuding kingdoms ruled by greedy bandit lords with private armies Barren Wastes, the
been forced to defend itself against frequent raids from the North Kingdoms and the Sea Baronies, as well as attacks from mountain-dwelling monsters. Baron Lexnol Haarkof’s emissaries hope to forge an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Blood Pens The Red Wizards are breeding and raising monsters in their own foul nurseries. Locations in the Blood Pens are identified on map 5.4. Map 5.4: Blood Pens Vermin Halls The vermin-summoning
platform in a random direction. The insects die and fall to the ground immediately after their attack. White Gates. A white gate is located west of this area at the junction of the corridors that






