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Returning 35 results for 'most monsters the for ground'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
predictable patterns of movement like migrating birds. They strip a region bare of the lichens, fungus, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark
travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all but guarantees that the dire corbies will have cleared out many monsters and other threats
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ground
8
Attacks carts and wagons as if they were terrible monsters
9
Howls when it rains
10
Whines piteously in the dark
11
Buries treasure it finds
12
Chases birds, leaping into the air to catch them, heedless of the destruction it causes
Monsters
Eberron: Rising from the Last War
":"Eldritch Turret","rollDamageType":"force"} force damage, and if the target is a creature, it is knocked prone.
Stomp. The colossus stomps one of its feet at a point on the ground within 20 feet of it
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-like creatures as big as horses begin to burrow out of the ground!
The insect-like monsters are two ankhegs, hungry for flesh. The creatures haven’t specifically been sent by the earth cult to
Tremors While the characters explore the Sumber Hills, they experience first-hand the strange phenomena and dangerous monsters plaguing the area. Use this reprisal any time the characters travel
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
for less intelligent monsters, places where they can bring their next meals along with anything those poor souls happened to be carrying. Ruined Dhakaani Fort Features Map 4.3 shows an ancient
ground floor features a statue of a great hobgoblin hero of old in a large enclosed courtyard, and a cluster of unidentifiable statues in one back corner. The outermost area of the ground floor is the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wandering Monsters Halaster continues to use the Terminus Level as a dumping ground for stray monsters. Duergar also patrol the mines. Beholder Zombies Four beholder zombies, set loose by Halaster
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
place where monsters and humans can meet on largely neutral ground. The Venomous Demesne is city of tieflings on the western shore of Droaam. It is the largest tiefling community in Khorvaire, with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The stern is the lowest piece, hanging precariously by its rigging about 50 feet above ground. The middle section appears to be 15 feet higher, and the bow section is firmly wedged into a nest of
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
personality or behavior of the monsters, perhaps determining whether they can be communicated with or whether they’re all acting in concert. Other possible factors include the nature of the physical
simply jot down a few notes based on a creature’s Monster Manual description. During the battle, you can use these ideas to inform how you portray the monsters and their actions. To keep things simple
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
Ahh, the Sly Fox. Soft beds, warm turnip pie — such pleasant memories. Alas, the tavern’s no more. Goblinoids plundered her stores and burnt her to the ground. Those heathens have no
out while still getting decent performance out of the slaves. But humanoids and monsters that are especially capable or that provide unusual services find themselves treated like favored (though
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
monsters, and more than its share of otherworldly phenomena. Traveling across the desert by day is not recommended. Use the extreme heat rules in the Dungeon Master’s Guide for daytime travel in Anauroch
roads and paths that crisscross Anauroch. Some of these paths are invisible on the ground, and the Bedine navigate by using the stars at night. Groups of Bedine might be traders carrying goods
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this effort by two cloakers from the conclave on level 5, which hope to turn this level into a hunting ground. After gaining entry through an umber hulk tunnel that leads down from level 5, the raiders
managed to loot several rooms. But a combination of traps and unexpected monsters has diminished their numbers and dimmed their enthusiasm. Skella is obsessed by artistry and beauty, in stark
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
humanoid corpses lying on the ground near the burned wagon. If they come within 10 feet of the bodies, the corpses reveal themselves to be monsters: four Flaming Skeletons and two Flameskulls that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
for you to do so. For example, if a character is in a state, such as sleep, that lacks consciousness, you can say the character is unconscious. Or did a character just stumble onto the ground? He or
she is now prone. Keeping track of conditions can become tricky. For monsters, it’s often easiest to track conditions on combat cards or wherever you track initiative. Players should remember any
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
some places the ground has fused into jagged glass. In others, it is cracked and burned. Broken bodies of soldiers from various sides litter the landscape — soldiers whose dead bodies refuse to decompose
. The Mournland is a vast open grave. In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Speed A monster's speed tells you how far it can move on its turn. All creatures have a walking speed, simply called the monster's speed. Creatures that have no form of ground-based locomotion have a
vertical surfaces. The monster doesn't need to spend extra movement to climb. Fly A monster that has a flying speed can use all or part of its movement to fly. Some monsters have the ability to hover, which
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Creatures that have no form of ground-based locomotion have a walking speed of 0 feet. Some creatures have one or more of the following additional movement modes. Burrow A monster that has a burrowing
movement to fly. Some monsters have the ability to hover, which makes them hard to knock out of the air (as explained in the rules on flying in the Player’s Handbook). Such a monster stops hovering when it dies. Swim A monster that has a swimming speed doesn’t need to spend extra movement to swim.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
A Typical Evening On quiet nights, guests in the Yawning Portal gather around a large fireplace in the taproom and swap tales of distant places, strange monsters, and valuable treasures. On busier
nights, the place is loud and crowded. The balconies overflow with merchants and nobles, while the tables on the ground floor are filled with adventurers and their associates. Invariably, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
on the Roads d20 Encounter
1–4 No encounter
5–14 Travelers (roll on table J, then roll on table K to determine the travelers’ agenda)
15–20 Monsters (roll on table L)
Table
with the Guild
Table L: Monsters around Baldur’s Gate d12 Encounter
1 1d6 werewolves disguised as human beggars or a pack of wolves
2 2d4 stirges
3 1d4 ettercaps and 1d4
Compendium
- Sources->Dungeons & Dragons->Dungeon Masters: Zombie Clot Play-Along Pack
the following features: Marsh. Foliage and water are shallow marsh that count as Difficult Terrain. Bog Gas. Pale gas hangs over low ground in three 30-foot-circle patches. A patch explodes when it
half as much damage on a successful one. The patch then disperses. Gallows. The hastily constructed scaffold stands beside the bridge and rises 5 feet above the ground. It is a Large object with AC 10
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
on the Roads d20 Encounter 1–4 No encounter 5–14 Travelers (roll on table J, then roll on table K to determine the travelers’ agenda) 15–20 Monsters (roll on table L) Table J: Travelers around
Candlekeep 10 undertake a criminal venture with the Guild Table L: Monsters around Baldur’s Gate d12 Encounter 1 1d6 werewolves disguised as human beggars or a pack of wolves 2 2d4 stirges 3 1d4
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
outside ground level, 4 feet above the interior floor level, 8 inches wide, and 4 feet high. A creature on one side of an arrow slit gains three-quarters cover against attacks from the other side (see
) check contested by the monsters’ Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one character wins
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
monsters and kidnap travelers and isolated miners to work as slaves in their mines, but they’re careful to eliminate witnesses. So far no one suspects that “those reclusive monks” are behind the troubles. In
area M14 don’t attack characters dressed in Sacred Stone robes and masks. Other villains and monsters ignore the disguised characters unless they act suspiciously. Infiltration and Combat The denizens
Compendium
- Sources->Dungeons & Dragons->Monster Manual
tails bristling with detachable spikes. These monsters launch their tail spikes at their prey, skewering those on the ground or knocking flying creatures from the air. Despite their ravenous tendencies
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by wyvern-riding bandits on the way and must fight for their lives as the airship hurtles toward the ground! After surviving the crash through a combination of quick thinking and heroic effort, they
. It goes on to describe adventures and encounters that can occur in transit — on airships, on lightning rails, and at resting spots along the way. Finally, this section discusses the role that creatures typically defined as “monsters” play in Khorvaire, and explores Eberron’s cosmology.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
zurkhwood mushrooms obscure your view of the cavern’s ceiling, but luminescent fungi there give off a shimmering aura. With each step taken on the soggy ground, a rank scent of decay rises around you
unwelcome monsters that have found their way into the fungal wilds. In particular, the circle leader asks the adventurers to kill a grick alpha and then take its carcass to Basidia for reanimation. A
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
and deafened conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects. 2 1d4 will-o’-wisps offer to guide the characters to their destination but might
flowers in an underground garden. Four stench kows† graze nearby and protect the farmers, who attack if the characters pluck any flowers or interfere with their work. †Monsters marked with a dagger
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
fertile breeding ground called Whitemarsh: a primordial soup that gives rise to all manner of monsters. The weakest specimens are gobbled up by hungry demons fresh from the Scabbery. Sometimes, powerful
’ unexplored corners, so even powerful demons don’t linger in these tunnels. Whitemarsh. Vile offal drips from the bottom of the Firehive and collects on the ground below. This boggy wetland has become a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, Khyber spawns demons and monsters to plague the children of Eberron. This might be myth and metaphor, but it’s also a description of fact: there are worlds within the world, realms inhabited by
aberrations, fiends, and all manner of monsters. Any time someone descends below the surface of the world, they enter Khyber. But the underworld takes two very different forms. First is the natural realm
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
went on to inspire the creation of a campaign setting of the same name in 1990: Ravenloft, home of the Domains of Dread.
Module I6: Ravenloft, written by Tracy and Laura Hickman, broke new ground by
Monster Manual. The Monster Manual contains stat blocks for most of the monsters and nonplayer characters (NPCs) found in this adventure. Descriptions and stat blocks for new monsters and NPCs are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
, and vermin that comprise their diet before moving on to a fresh feeding ground. Underdark travelers prize accurate charts illustrating the movements of these flocks, since trailing a day behind them all
but guarantees that the dire corbies will have cleared out many monsters and other threats. Horrid Songs. The denizens of the Underdark hear an approaching flock of dire corbies long before it comes
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
After the Battle Once the characters deal with the vicious Elementals, their problems aren’t over. The ground heaves as a small earthquake ripples through the area. Characters must succeed on a DC 12
region around Etizalan is suffering a spate of earthquakes and incursions from fiery monsters. Three days ago, Ameyali sent four of the town’s best warriors to seek insight from the Watchers of the Ashes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(see chapter 4)
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Death Giant Encounters The Death Giant Encounters
Shadowfell and other
places where death’s influence is strong
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d8 if you don’t have that book. *See chapter 6. Death
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
possibilities: Ambush. Monsters set up an ambush along a route they expect travelers to follow. Attack from Above. Flying monsters swoop down to attack the characters. Distant Sighting. The
characters and monsters spot each other from a distance in open terrain. Found by Chance. The characters happen upon monsters that are camping, eating, hunting, basking in the sun, walking along the same trail