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Returning 35 results for 'monsters some with only advances from for lure'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
origin of Sweettooth Village. This eerie, abandoned town constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined
streets were once servants of a powerful witch, and the entire place was a trap created to lure hungry travelers. But if the sugary horrors of Sweettooth Village were ever under someone’s
Compendium
- Sources->Dungeons & Dragons->Divine Contention
more of them. Gallio wants the characters to travel with him into the Ethereal Plane and lure the monsters into the spectral light of the planar beacon. Gallio can answer any questions the players
using it to trap and bind monsters from beyond this plane of existence. Once bound, such monsters could serve as useful tools if the town is invaded. However, Gallio needs the characters’ help to trap
Compendium
- Sources->Dungeons & Dragons->Divine Contention
spell on himself and instructs the characters to lure the monsters within into the planar beacon. When the characters enter the room, the monsters emerge from the mists to attack them. Any interplanar
back to the Material Plane and imprison it inside one of the dimensional cells. While the characters are dealing with the monsters, Gallio tries to unlock the ruinstone from its pedestal. After 5
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phenax’s Villains Servants of Phenax dot the world, largely staying hidden until they are needed to help spin the web of lies that advances his plots. His servants prefer to confront foes using guile
missing then turn up with no memory of their disappearance. Phenax cult fanatics are brainwashing these souls for use as sleeper agents.
Phenax’s Monsters Phenax is often associated with monsters
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
its uncaring depths and half-glimpsed monsters. Still others preemptively strike at those who risk offending the god—white knights, overprotective of their own deity. The Thassa’s Villains table
.
3 A druid of Thassa, after being mistreated by a coastal community, uses magic to lure a plague of giant crabs out of the depths to take revenge.
4 A water elemental is trapped in a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Mind Flayer Monsters Mind flayers hardly ever use non-humanoid creatures as thralls or develop other relationships with them. Most of them are either too big and strong to keep penned up for long or
watch, slay intruders, and lure fresh victims to their doom. Mindwitnesses A mindwitness represents an exception to the typical mind flayer pattern of reproduction. If a colony succeeds in capturing and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Adventure Hooks Here are some hooks you can use to lure characters to the Snout of Omgar: While traveling by ship around the Chultan peninsula, the characters are caught in a storm and washed ashore
payment for its services, requests their help in ridding the palace of monsters.
The merchant princes of Port Nyanzaru are worried about the growing number of yuan-ti spies in their city and fear that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
I don’t like the taste of warm blood and always rinse my mouth out with snow after a fight.
5 Whenever I encounter a new type of creature, I try to lure it back to my lair so I can add it to my
, even if I can’t win outright.
8 I feel protective of smaller, weaker creatures that are tormented by larger monsters.
White Dragon Ideals d6 Ideal
1 Rapacity. When a creature has
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
lives of crime or domination. But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
flayers waited there, ready to take the next step in the subjugation of clan Duergar. The monsters had sent out a psychic lure that played on the dwarves’ greed, and the never-ending work schedule that
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined streets were once servants of a powerful witch, and the
entire place was a trap created to lure hungry travelers. But if the sugary horrors of Sweettooth Village were ever under someone’s control, that time has long since passed. HORRORS OF SWEETTOOTH
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
come to an ordinary life is working as a sage or lecturer. Other Wizards sell their services as advisers, serve in military forces, or pursue lives of crime or domination. But the lure of knowledge
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
intelligence to ally itself with other creatures, others that understand an ooze’s need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Monster Manual, they use traps, ambushes, terrain, allied monsters, and any other advantage they can squeeze out of their environment. Essentially, the only way kobolds can win is not to play fair
following: Attacking light sources to extinguish them, so the kobolds can use their darkvision to best advantage. Leaving one defender in a room to lure invaders into a trap or an ambush. Often this bait is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
might include vertical shafts connecting different levels. Amphibious monsters such as kuo-toa and aboleths use water to protect the innermost reaches of their lairs from air-breathing intruders
Death Trap. This dungeon is built to eliminate any creature that dares to enter it. A death trap might guard the treasure of a villainous wizard, or it might be designed to lure adventurers to their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of the swamp. Cairn Hills. Hidden among the hills north and east of the city are ancient tombs and half-buried ruins that attract adventurers, bandits, cultists of Elemental Evil, and monsters. Castle
the Nyr Dyv. Fishing boats crowd the wharves. The townsfolk welcome peaceful visitors—particularly adventurers who can help fend off monsters, bandits, and cults of Elemental Evil lurking in Cairn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lamia Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic
with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
assortment of monsters and other challenges. A World of Magic. The technology of Eberron has developed not through the advance of science but by the mastery of magic. The widespread use of magic pervades life
necessities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed beings created in artificers’ forges. With the aid of rare crystals
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
when exploring a dungeon, fighting monsters, or engaging in a tense negotiation. The character classes are described in the Classes section.
Your character receives a number of benefits from your
.
On your character sheet, record all the features that your class gives you at 1st level.
Level Typically, a character starts at 1st level and advances in level by adventuring and gaining
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
—by undertaking the following quests. Quest: Pip’s Adventure Lily Abdullina A young boy named Pip followed some strange monsters deep
into the hills, and the characters must bring him safely home
through the top of a dwarven ruin and couldn’t escape. This put Pip in a quandary. He needed to tell someone about the monsters, but he knew he might get in trouble for leaving town. Worse, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
fashioned the vast complex based on his research. The purpose of the dungeon was to lure explorers to their deaths and harvest their souls to fuel Gul’s phylactery. As Thay became more hostile to outsiders
divided into sectors dedicated to the creation and control of specific types of monsters. Each sector is subdivided into protected zones for security, defending against attack from outside and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Temple of Dumathoin This huge chamber has been sculpted to resemble a cavern with a 30-foot-high vaulted ceiling. 15a. Nave Monsters. Eight duergar plus their leader, a half-shield dwarf, half
in pursuit of fleeing creatures. If the characters defeat the golem or lure it away, any duergar in the temple seize the chance to approach the black basalt doors and inspect them more closely
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
resistance against any invasion. Charm Ray It is common for a beholder to charm a hostile monster, lure the creature to the beholder’s lair, and confine it there so it can’t escape under its own power. In
this way, even monsters that can’t be bribed or coerced can be useful to a beholder, making its lair a confusing zoo of hostile beasts. Although each use of the charm effect lasts only an hour
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Random Encounters Most of the Dessarin Valley is wilderness in which wildlife is abundant and monsters common. Frequency. Check for a random encounter in the morning, afternoon, evening, and midnight
(scouts). The Watchful Knight. Once, this helmed horror stood watch in the common room of the Inn of the Watchful Knight in Beliard. It chooses one character at random, advances to within 5 feet, then
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
steps.
1. Identify the Party’s Goals
The Dungeon Goals table provides common goals that drive or lure adventurers into dungeons. The Wilderness Goals table provides similar inspiration
a destination without being seen by the villain’s forces. 5 Stop monsters from raiding caravans and farms. 6 Establish trade with a distant town. 7 Protect a caravan traveling to a distant town. 8
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
all aspects of a hag’s life. A hag might fly in a magical giant’s skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters kept in
cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
immediately visible beneath the table, but characters who investigate more closely find six crawling claws clinging to the underside. Once discovered, the monsters attack. After the crawling claws are
a fraction of the memories of Kianna’s friend Culley, but the horror has perverted those thoughts, seeking to control Kianna, manipulate her guilt, and use her to lure other victims into its lair
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gods of nature agree, for they’ve sent good weather and preserved the monsters’ tracks. Members of the Emerald Enclave in the party gain inspiration whenever the party kills a werewolf. About the
truth the organization is more interested in spreading its own propaganda and influence than investing in the improvement of its members. Welcome to Barovia Strahd is using the werewolves to lure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
successful Wisdom (Perception) check challenged by the blights’ Dexterity (Stealth) check. These plant monsters are hungry and fight until destroyed. One round after they attack, the twig blights in area
Zombies” sidebar) are slumped on the floor. When the characters enter, the monsters climb to their feet (spending half their speed to do so—see the “Being Prone” section in the Basic Rules). Then they
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lunatic. The ground nearby is crawling with tiny twig monsters. The Barovian wilderness is home to druids who worship Strahd because of his ability to control the weather and the beasts of Barovia. The
’ lair is a cave complex that overlooks Lake Baratok (area Z). If you used the “Werewolves in the Mist” adventure hook to lure the characters to Barovia, captured werewolves can be forced to divulge the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of battle and hunting scenes in bas-relief. These carved scenes show giants slaying enemies, hunting dragons and other fearsome monsters, and engaged in similar activities. Torches burn at intervals
near the center of the cavern. Treasure. Loose coins amounting to 500 gp, spilled from a rotted sack, are scattered around the frost giant skeletons. Note that the monsters at area 4B will attack any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, often humorous tales of heroes and monsters, as well as legends about the gods, Chauntea in particular. The tree allows children to climb it while it walks about cautiously with hosts of them clinging to
court Naxene, but she ignores his halting advances. Among the other guests of Northfurrow’s End are numerous actors, musicians, acrobats, and other performers from Waterdeep and Daggerford. These spirited
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important to allow them to take rests. However, if the players become overly cautious and attempt to take a long rest after every encounter, have wandering monsters interrupt their attempts to sleep
fragile and sharp stalactite cluster at a narrow point leading into the next cavern. If the characters lure the creature under the cluster, they might be able to think of some way to drop the sharp rocks on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creatures foolish enough to summon them. Although glabrezus are devastating in combat, they prefer to tempt victims into ruin, using power or wealth as a lure. Engaging in guile, trickery, and evil
called to the Material Plane by those seeking to sow death and chaos. Orcus, the Prince of Undeath, has the power to transform manes into undead monsters, most often ghouls and shadows. Other demon lords
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
images synchronized to electronic music and sounds. Beeping robots, groaning monsters, and high-pitched dings contribute to the chorus of the machines.
This game room houses electronic amusement devices
these two abandoned rooms and roam the corridor outside. When they detect a creature, the will-o’-wisps attempt to lure it to the nearest irradiated room (see area S13), where they attack. The will-o






