Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 26 results for 'most some with only are fire for lure'.
Other Suggestions:
most some with only are fire for life
must some with only are fire for like
must some with only are fire for large
must some with only are fire for line
most some with only are fire for like
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Burning Fury. When the salamander takes fire damage, its Freezing Breath automatically recharges.Multiattack. The salamander makes one Bite attack and four Claw attacks.
Bite. Melee Weapon Attack
them to attack expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. azer;Azers (see the Monster Manual) use this
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Caramelization. If the horror takes fire damage, it releases a sweet, mesmerizing scent. Each creature within 30 feet of the horror must succeed on a DC 11 Wisdom saving throw or have the charmed
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
Monsters
Fizban's Treasury of Dragons
An emerald dragon wyrmling has been captured by scheming duergar, who plan to use the wyrmling as bait to lure the wyrmling’s parents out of their lair.
Fire, Psychic
dragons’ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks
and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending these copies off to lure prey into their clutches
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks
bodies, sending these copies off to lure prey into their clutches while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
that of a “fire witch,” frightening his family with the wild tale. By keeping their relatives ignorant and scared, Wiggan and Bertram feel they can maintain the ruse and more easily lure the characters
even Wiggan knows the Uthgardt barbarians have no tolerance for those who desecrate their burial mounds. Bertram branded the Nettlebee livestock with the fire symbol. Wiggan claims the mark to be
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
expeditions and settlements that other predators would avoid, as they often mistake the fire of a forge or a campfire for a large, tasty meal. Azers (see the Monster Manual) use this predilection to
hunt frost salamanders. Venturing into the Frostfell, they use large fires to lure these creatures into traps, then kill them and collect their hides and fangs for use in crafting weapons and armor
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->Waterdeep: Dungeon of the Mad Mage
lava for the first time on a turn or starts its turn there takes 55 (10d10) fire damage. The surface of the lava is 30 feet below the floor level of the Obstacle Course. The walls in between are sloped
. Magma Mephits Four magma mephits lounge in this small lava pool. If the characters parley with the mephits in a language they understand, the mephits try to lure the characters toward area 39c, hoping
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These
14
Languages Common plus two more languages
Challenge 5 (1,800 XP)
Amorphous. The oblex can move through a space as narrow as 1 inch wide without squeezing.
Aversion to Fire. If the oblex
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches
, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
tucking in his wings. Once outside, he alerts the rest of the castle, shouting “They’re after the treasure!” in Draconic. Clever characters can lure the dragon into a narrow tunnel where it is unable to
, silver, copper, and jewels, all sealed under a sheet of ice. Dozens of old human skulls and bones are also frozen in the ice. The treasure hoard is frozen in ice, and it requires either several fire
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Nightshade’s minions (see Where’s Skabatha? and “Skabatha’s Minions” earlier in the chapter). She suggests that they lure Granny Nightshade into the oven and burn her up. Oven. This oven is large enough to cook
produced by a fire elemental that is bound inside the clay enclosure. Its coal-black eyes are visible inside the flames to anyone who peers inside the oven. While it is trapped in this manner, the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
spell in chapter 3) or two asterisks (a spell in Xanathar’s Guide to Everything). Cantrips (0 Level) Acid splash
Booming blade *
Create bonfire **
Dancing lights
Fire bolt
Frostbite
**
Green-flame blade *
Guidance
Light
Lightning lure *
Mage hand
Magic stone **
Mending
Message
Poison spray
Prestidigitation
Ray of frost
Resistance
Shocking grasp
Spare the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
laboratories — each populated by hundreds of mages and their attendants — include the following: The Laboratory of Pyrology has a prominent facility in the guildhall, Nivix. Its emphasis is on heat, fire
often destructive energy, as countless researchers go about their business pushing the boundaries of knowledge. But the lure of discovery is anything but monolithic across the Izzet League.
Humans
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Barricade” sidebar). The cube is Hostile toward all other creatures and fights them on detection. Clever characters might be able to lure the cube out of the cave through the entrance to area F1, shutting
item. F5: Training Hall This training hall holds bare weapon racks and four straw-stuffed targets painted with bullseyes.
Two hobgoblin archers fire at the targets.
Unless they were called elsewhere
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
cloud giant wizard planning to cast an apocalyptic spell using a large obsidian rock called a nightstone (see chapter 1) as a material component. A fire giant duchess paying hobgoblin warlords to raze
northern settlements. A frost giant jarl using an orb of dragonkind to lure dragons to its iceberg fortress to be slaughtered. A stone giant thane trying to awaken the tarrasque, which slumbers in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
melt away the ice using fire, doing so takes twice as much time but doesn’t attract the troll. D2. Forecastle Deep grooves have been gouged into the deck on the forecastle. The railing on the port
lure it elsewhere, a frustrated ice troll (see appendix C) stands at the bottom of the wooden stairs leading down from the main deck. It is trying to claw through the door that leads to area D12. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to well-known organizations like the Harpers or Red Wizards of Thay, the symbols of those groups can be found among the corpses. Treasure. Gremorly left treasure on the bodies of his victims to lure
could also set the library on fire. Exploring Arcanum. Once the characters deal with the phase spiders, they—or the Spellseekers from area 10—can search for Exploring Arcanum, a book from Gremorly’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
designed to lure greedy intruders to their doom. A character who inspects the sacks and succeeds on a DC 18 Intelligence (Investigation) check or who makes physical contact with one of them discerns their
. Two piles of filthy hides and skins form beds at the far end of the cave.
Two hideous giants squat near a circle of hefty stones enclosing a crackling fire. Above the roaring flames, a charred giant
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
through the door to the east. They use hit-and-run tactics to harass the characters and try to lure them into triggering the traps in the Winding Way. 12. Hallway Guardroom The hallway widens out into
are made of shiny black iron, and several bags, chests, and urns lie scattered about. You notice a shimmer in the air, like heat rising from a fire.
Suddenly, the shimmering passes between you and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character notices that the floor in this area shows signs of charring that obscures faint runes. A weak fire trap triggers if any creature enters the area, which radiates evocation to a detect magic spell or
similar effect. Each creature in the area when the trap triggers takes 2 (1d4) fire damage. Trap B. This pit trap triggers when weight is put on it. Locating the trap requires a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pass by 6 A bugbear with an intellect devourer in its skull that tries to lure characters to area 21f 7 Preeta Kreepa (see area 21m) 8–10 Three hobgoblins and a hobgoblin captain keeping the peace and
. Treasure. One iron chest contains 180 gp, 450 sp, and 600 cp. The other holds a dwarven ear horn made of brass (1 gp), a gold-plated candlestick shaped like a pillar of fire (25 gp), three obsidian scarabs
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
weapon that deals slashing damage. The webs have AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage (see “Damage Resistance and Vulnerability” in
vermin. Awarding Experience Points Divide 250 XP equally among the characters if the party destroys the ash zombies. 12. Weaver’s Cottage This fallen cottage is a lure for the creatures that lair nearby
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
a minotaur thief who fell prey to the trap in this cave. The two leather sacks beside it are illusions designed to lure greedy intruders to their doom. A character who inspects the sacks and succeeds
of the cave.
Two hideous giants squat near a circle of hefty stones enclosing a crackling fire. Above the roaring flames, a charred giant insect rotates slowly on a spit.
Two fomorians inhabit
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The cache includes two sleep grenades, a moldy laser pistol, and a red key card. The pistol can fire 15 shots before its energy cell is drained. S17: Will-o’-Wisps (Violet) Three will-o’-wisps haunt
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






