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Returning 35 results for 'monsters some with only alive from for legs'.
Monsters
Eberron: Rising from the Last War
otherwise intact.
“Karrnslayer” (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always prone and can’t
.
A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that
Barbarian
Legacy
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Classes
Basic Rules (2014)
by walls and crowds. They thrive in the wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt.
Barbarians come alive in the chaos of combat. They can enter a
fraught with peril: rival tribes, deadly weather, and terrifying monsters. Barbarians charge headlong into that danger so that their people don’t have to.
Their courage in the face of danger makes
Kalashtar
Legacy
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Species
Eberron: Rising from the Last War
me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive — and as long as she lives, she will fight il
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
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Faeries Known for their mischief, faeries resemble insects with humanoid features. Their size and shape may vary, but all have antennae, black eyes, chitinous skin, and insectoid legs and wings
. (See “Lorwyn-Shadowmoor’s History” in the introduction for more information.) Playing a Faerie Use the Fairy species (see Mordenkainen Presents: Monsters of the Multiverse) when creating a faerie
Orc
Legacy
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Species
Volo's Guide to Monsters
, and no orc will leave an elf alive. Orcs become so frenzied in combat against elves that they forget all about taking loot and valuables back to the tribe — the only trophies of any worth are
battle skills.
3
I always appear like I am about to kill everyone around me.
4
I love a good brawl.
5
I drink the blood of monsters to consume their power.
6
I chant orcish war
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins are tying a halfling to a wooden spit and stoking the fire. They plan to roast the halfling alive and serve it up to Chief Guh. The goblins panic at the sight of interlopers, drop the
halfling, and flee to area 14 by way of the larder (area 6). More dirty pots are piled atop two wooden tables, one of which has a handaxe embedded in one of its legs. Shelves packed with clay dishes and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Monsters as NPCs Named monsters that play a significant role in an adventure deserve the same attention you would give to a humanoid NPC, with mannerisms as well as ideals, bonds, flaws, and secrets
the city of Waterdeep. The Xanathar’s spherical body is covered in leathery flesh with a texture similar to cobblestones. Its eyestalks are jointed like the legs of an insect, and some of the stalks
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
destroyed, and they dissipate into mist when defeated, leaving no remains behind. The fog covering the area vanishes 1 minute after the gargoyles appear. If the gargoyles are still alive, they vanish
stoically go about their business again as if nothing had happened. If asked about the fog, the monsters, or other occurrences within the fog, they react with bewilderment. Locals have had their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Items Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement
a snakelike tail instead of legs can’t wear magic boots.
Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
, but don’t try to come up with any in-game explanation for this absence. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if he or she was never gone.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ghost Story Torments Whether they’re living monsters or ghosts, Darklords in ghost story settings are the architects of their own tragedies. Ghost Story Torments d8 Torment
1 The Darklord
being alive, the Darklord is cursed with the inability to convince anyone they’re not a spirit.
6 All spirits obey a Darklord who can’t touch anyone without stealing their soul.
7 The
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Chapter 9: Discord and Diplomacy To build a coalition against the Xaryxian Empire, the characters came to terms with a mercane named Vocath and fought monsters for his amusement. At the end of the
final battle, Prince Xeleth of the Xaryxian Empire appeared on a dragon, determined to take Princess Xedalli into his clutches!
The session opens with Princess Xedalli trying to keep her hopes alive
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Items Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement
snakelike tail instead of legs can’t wear magic boots.
Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person.
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
its side. A head and neck made of wood and sackcloth is attached to one end of the keg. At the other end is a tail made from a straw broom. Each keg is held up by four 2-foot-long peg legs.
When a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
days. This time frame assumes everything goes well. The journey is divided into three legs. Day 1 The first leg of the journey is straightforward and takes the characters from the base of the
, and high altitude as the party nears the ruins of the cloud giant keep. The day includes another encounter with 1d4 + 3 winged kobolds, plus any that were left alive after yesterday’s encounter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the characters left any of the monsters aboard the ship alive, those creatures try to escape the Emperor before it goes under. Krell and the ettercaps are intelligent enough to seek safety. They rush
Octopus Attack The octopus’s attack shakes and tilts the ship so violently that moving around the ship becomes difficult. Any surviving monsters panic and seek to escape the ship, attacking the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
. Whoever runs the character will need a copy of that character’s character sheet and should strive to keep the character alive and use that character’s resources wisely. Give absent characters the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
respond by putting things back to the way they were before. For example, if a character takes the Disengage action to move away from a group of monsters, don’t respond by having those same monsters
chase the character. Move the monsters somewhere else. Hasten a Monster’s Demise If a combat has gone on long enough and the characters’ victory is almost certain, you can simply have the monster drop
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
captured an orc warrior left for dead by its comrades and brought it back for questioning. Under the influence of a charm person spell, the orc divulged the location of the monsters’ lair, a lonely
hill called the Stone Tooth. The mayor offers a bounty of 25 gp per orc, dead or alive, and the gratitude of the townsfolk to any who can permanently end the threat. THE MINING TOWN OF BLASINGDELL
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
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
14. Guest Apartment Vlonwelv maintains these quarters for guests. 14a. Dining Room If Vlonwelv is still alive, the characters hear her disembodied voice when they enter this chamber for the first
chain.
Furnishings. Beneath the chandelier lies an elongated, oval dining table with a slate top and spider-like iron legs. Eight cushioned iron chairs surround it. An ornate wooden cabinet stands
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
save. (A creature that crawls need not make the saving throw, and creatures that have more than two legs have advantage on the saving throw.) A creature can end the restrained condition on itself by
’-wisp that frequents this part of the ruins (see area 23), if it remains alive, moves through one of the doors into the trapped area. It harries those who are having the most success at escaping the trap.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
with enemies or healing magic to keep everyone alive). You can compensate by reducing the number of monsters in a combat encounter or by giving the party resources they need, such as Potions of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
eaten alive. A behir’s monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside. Cavern
caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir’s dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: the withered shrubs are actually monsters. It’s important to establish which characters are closest to the hidden monsters.
2 Jared: The cave entrance is ten feet wide, with the stream running
, and the DM is waiting for the right time to reveal the hidden monsters.
Jared: OK, who’s second?
Phillip: Gareth will go second.
Maeve (as Mirabella): I’ll be third in line.
Amy (as Auro
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
beholders, Xanathar is a paranoid tyrant that charms and bullies its minions into servitude. The Xanathar Guild is made up of some of Waterdeep’s most disreputable folk, as well as monsters forced into
constantly, but even their ministrations can’t keep such a creature alive forever. Whenever the fish dies, panic spreads through the occupants of the lair as minions try to replace the fish before Xanathar
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Selesnya they are voices of memory and history, preserving old ways and keeping alive the legends of ancestral heroes. They feel a close kinship with wild animals, perhaps because of their own horse-like
passed down through family lines. The name bestowed on a new foal is typically the name of the most recently deceased family member of the same gender, keeping alive the memory — and, the centaurs
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
entrance corridors in area 12A as four su-monsters (see appendix D) are teleported into the room, clinging to the statue like startled children to a protective parent. The su-monsters leap down and attack
. Once the su-monsters appear, taking the puzzle cube doesn’t trigger the masks’ curses. The summoned su-monsters are real, and their bodies don’t disappear when they die. Masks. Characters who
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters
. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
portcullis is impervious to damage and spells, and its bars are spaced 4 inches apart. A Tiny or gaseous creature can slip between the bars easily. To raise the portcullis, monsters from all five
wardrobes must be summoned and slain in this room. Only one wardrobe can be opened at a time, and until that wardrobe’s monsters are defeated, all other wardrobes in the room are sealed and unopenable. When
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
monsters with glaives and snakelike beards. The fiends are laughing darkly.
Three bearded devils named Blass, Nodd, and Thunn have infiltrated the city and are looking to wreak havoc. Harkina Hunt and
had enough reserves of food and water to keep them alive for a time. When those provisions ran out, the family was forced to creep from safety to search for more. The city has been split in two
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
baleful eye. The monsters begin to gibber and drool as they shake their manacles, eager to be set free.
Once the atropal has fed on enough souls, Acererak plans to baptize it in the blood of a
the Sewn Sisters while patrolling the jungle. If set free, he requests an escort back to Camp Vengeance (see chapter 2). The night hags’ magic keeps the prisoner alive and unconscious. With a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
once again began to affect the watchtower, though nothing remained alive within its walls. Recently, a fell comet streaked through the sky above the abbey. As it did, lingering traces of the Far Realm
weakened and precarious but mostly intact. The chambers within the tower are home to four red slaadi (an equal number of star spawn manglers from Mordenkainen Presents: Monsters of the Multiverse
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
has “tall, furry monsters with big ears” (bugbears) working for him. Side Quest: Mirna’s Heirloom. Though her family has nothing to offer as a reward, Mirna tells the characters that she might know
decide to explore the ruins of Thundertree, see part 3 of the adventure. Awarding Experience Points Divide 200 XP equally among the characters if the party defeats the ruffians. Divide 100 XP equally among the characters if the Dendrars make it back to town alive.






