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Returning 35 results for 'monsters swore with only arrival for for light'.
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Classes
Player’s Handbook
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
Classes
Player’s Handbook
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
Monsters
Stranger Things: Welcome to the Hellfire Club
, featureless heads. A Demogorgon spawn’s head opens like a flower in bloom, revealing a gaping maw and five or more fleshy petals lined with teeth.
Light flickers in the presence of these resilient predators, foretelling their arrival. Demogorgon spawns relentlessly pursue their prey.PoisonCold, Lightning
Baleful Presence. Sources of light in a 60-foot Emanation originating from the spawn flicker wildly. Nonmagical sources of Bright Light in that area instead shed Dim Light.
Regeneration. The spawn
Monsters
Netheril’s Fall
: destroy as much in their paths as possible. Before eldritch eddies manifest, telltale signs signal their arrival. Roll on or choose a result from the Eldritch Eddy Manifestations table to inspire what
.
5
A geyser of multicolored light shoots from the ground toward the sky.
6
The air shimmers, and unsettling laughter booms from all directions.
Fire, LightningForce
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
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
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
Icewind Dale: Rime of the Frostmaiden
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): light,* message,* prestidigitation, shocking grasp (see “Actions” below)
1st level (4 slots): mage armor,* shield
network of Ten-Towns. He hoped that his work would help the Arcane Brotherhood gain control of the region. A few years ago, shortly after his arrival in Ten-Towns, Gant established a protection racket in
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
(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
Kalashtar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
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
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
background. Third, choose the mage hand, light, and ray of frost cantrips, along with the following 1st-level spells for your spellbook: burning hands, charm person, feather fall, mage armor, magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
your own framing event. Framing Events d100 Event 01–02 Anniversary of a monarch’s reign 03–04 Anniversary of an important event 05–06 Arena event 07–08 Arrival of a caravan or ship 09–10 Arrival
of a circus 11–12 Arrival of an important NPC 13–14 Arrival of marching modrons 15–16 Artistic performance 17–18 Athletic event 19–20 Birth of a child 21–22 Birthday of an important NPC 23–24 Civic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare’s fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but
unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves. Creating a Nightmare. Nightmares don’t appear naturally in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
people of the jungle. But by the light of the moon, many grow fur, claws, and fangs, revealing their true nature as watchful and dangerous lycanthropes. By the time Chakuna was a teenager, von
the Mists. Chakuna swore to save her people. She entered the tournament freely, determined to turn the tables on von Kharkov or die. She vowed to sacrifice whatever it took to defeat the Darklord—but
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Arrival in Xaryxispace When the characters enter Xaryxispace, read: You emerge from the silver haze of the Astral Sea and enter a Wildspace system illuminated by a white star.
Using the Wildspace
orrery, the characters can plot a course to the imperial citadel of the Xaryxian Empire, which is connected to Xaryxis by a beam of light 300 million miles long. The characters are 100 million miles (1
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival at Salt Cave If the characters talk to Marciano Belta at the head house, they learn that the sahuagin utilize several entrances to Salt Cave to attack the town. The characters can find the
natural cave system.
Ceilings. The ceilings throughout the cave are 20 feet high.
Light. Unless otherwise noted in an area’s description, there are no light sources in the cave except for those
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival When the characters arrive at the tower, read the following boxed text aloud: The House of Thalivar is a tall tower at the heart of the town. Recently rebuilt by soldiers, the structure now
serves as a garrison for Neverwinter’s soldiery. Ravens circle the tower’s pointed roof and warm lantern light shines from its windows. At its foot, two arched doorways open into the interior.
A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wukka Nuts These fist-sized nuts grow on wukka trees, which are popular haunts for jaculi, su-monsters, and zorbos. A wukka nut rattles when shaken, causing its shell to shed bright light in a 10
-foot radius and dim light for an additional 10 feet. This magical light fades after 1 minute, but shaking the nut again causes the light to reappear. If the shell of the nut is cracked open, it loses its magic.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Arrival in Janya As the characters near the seafloor, a pearlescent haze cuts through the darkness. Below they see a shimmering dome of light, a great magical barrier that shelters the city below. As
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 9: Combat The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 9: Combat The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room, which has a 20-foot-high vaulted ceiling. The room contains the following: Shelves. Scrolls bound in copper wire line stone shelves embedded in the east and west walls.
Monsters. Four
out at 15 feet high.
Desks. Two rows of stone desks and chairs face the entrance. The tops of the desks are angled slightly and have inkwells carved into them.
Caught off guard by the arrival of
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
mists, and the spectral light of the planar beacon flickers and dies. Looking back into your own world, you see the trapped monsters awaken and break free from their cells!
Touching the ruinstone
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
halls and chambers in Arcturiadoom. Consequently, the only wandering monsters of consequence are hobgoblin patrols. A typical patrol consists of four hobgoblins. Their marching footsteps and clanking
armor can be heard well in advance of their arrival, and characters can’t be surprised by them. Combat with a patrol is sure to alert other creatures in the vicinity. If any hobgoblins are defeated while on patrol, subtract their numbers from the guards in area 32a.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Light A tale that is perpetually dark in tone becomes tiresome very quickly. It needs to feature the occasional ray of light for contrast and to create a sense of hope. Monsters and other terrors
must be offset with creatures that are kind and lovable, giving the characters even more reasons to stand against the darkness. Here are a couple of ways to add glimmers of light to a tragic tale: In a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Arrival in Doomspace As the characters leave the Astral Sea and enter Doomspace, read the following boxed text: The silvery haze thins as the ship enters a system that appears to have no sun. The
night.”
After three days of travel through the labyrinth of crystal shards, you catch sight of a yawning black vortex limned in dim light.
If the characters use the Wildspace orrery they acquired
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Heliod’s Champions Alignment: Usually lawful, often good Suggested Classes: Cleric, fighter, monk, paladin Suggested Cleric Domains: Light Suggested Backgrounds: Acolyte, athlete, noble, soldier
Champions of Heliod are typically either exemplars of light, law, and truth or conflicted heroes motivated by revenge and sworn vows. Most can’t imagine serving those they consider lesser gods. Heliod’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
avoid entering the most secluded parts of the grove level. In the past, they feared that the hidden grove was haunted. With the arrival of Belak the Outcast twelve years ago, that belief is vindicated
. He orders the goblins to distribute the midsummer fruit each year, and the goblins obey him out of fear.
Monsters on Alert. The kobolds and the goblins respond similarly if attacked. Intruders who
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival The characters arrive at the west entrance to the mine, which you can describe as follows: Hidden among bushes, a tunnel burrows into the foot of a soaring, snow-capped mountain. Above the
are locked. The keys needed to unlock and lock them are gone — stolen by a previous overseer who fled the mine.
Light. Oil lanterns hang from ceiling hooks in every room and tunnel.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
City of Kalaman Kalaman began as a sleepy fishing village on the coast of the Turbidus Ocean. It might have remained so if not for the arrival of an Istarian trading mission centuries before the
under the light of the city’s two grand beacons, pre-Cataclysm marvels that have survived for generations. At the center of the city, the ancient Castle Kalaman rises intimidatingly on a sheer hill. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
to communicate with the outside world. Shortly before the characters’ arrival, someone killed all the falcons by feeding them poisoned meat. Getting off the Island. The monks have a small boat they
woman named Veen. Ronnom is the son of Ishyllia Daamos, a knight who was a frequent guest at the monastery before her death. Recently it has come to light that Ronnom is a wanted man whose crimes






