Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'player area and his crawling'.
Other Suggestions:
player are and his crafting
player are and his calling
planes are and his calling
player are and his crackling
player are and his craving
Monsters
Van Richten’s Guide to Ravenloft
centered on itself. Each creature in that area must make a DC 12 Constitution saving throw, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Virulent Miasma","rollDamageType
into a dragon’s maw until the monster chokes. In the course of their relentless marches, zombies might suffer all manner of trauma, potentially reducing them to masses of crawling limbs (see
Monsters
Vecna: Eve of Ruin
":"damage", "rollAction":"Death Throes", "rollDamageType":"fire"} fire damage on a failed save or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren
magically teleports, along with any equipment she is wearing or carrying, up to 120 feet to an unoccupied space she can see.Camlash is a monstrous demon covered in countless tiny, crawling spiders that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, and the morkoth can’t use its tentacles on another target.
Hypnosis. The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a
saving throw. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player’s character). The possession remains nearby but concealed for a short
Monsters
Eberron: Rising from the Last War
cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8);{"diceNotation":"5d8+8","rollType":"damage","rollDamageType":"psychic"} psychic damage and be
can’t use the same effect two rounds in a row:
Dyrrn uses its Corruption action.
A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the
Species
Acquisitions Incorporated
became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven
to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes — or, indeed, whenever the mood strikes them
Monsters
Fizban's Treasury of Dragons
. Each creature in that area must make a DC 16 Wisdom saving throw. On a failed save, the creature takes 33 (6d10);{"diceNotation":"6d10", "rollType":"damage", "rollAction":"Nightmare Breath
with a drow matriarch for centuries. Each move represents what that player plans to do next in the competitors’ long struggle for domination in the Underdark.
2
A fire giant who
Backgrounds
Sword Coast Adventurer's Guide
company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak
chapter 8 of the Player’s Handbook).
Suggested Characteristics
Use the tables for the soldier background below as the basis for your traits and motivations, modifying the entries
Backgrounds
Sword Coast Adventurer's Guide
abandoned the soft ways of civilization.
BARBARIAN TRIBES OF FAERÛN
Though this section details the Uthgardt specifically, either it or the outlander background from the Player
only your tribe’s territory, but also the terrain and natural resources of the rest of the North. You are familiar enough with any wilderness area that you find twice as much food and water as
Monsters
Curse of Strahd
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.
Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the
monsters
she is worshiped. The dark young act as proxies for Shub-Niggurath, crawling from the darkness to accept sacrifices and devour the unwary. These creatures work beside cultists to spread their mother
its lair grow thick and verdant, creating natural barriers to dissuade explorers and intruders. Cultists learn the hidden paths that crisscross the area, allowing them to move in relative ease while
monsters
;Black Goat of the Woods with a Thousand Young.” They are closely connected to her and are found only in areas where she is worshiped. The dark young act as proxies for Shub-Niggurath, crawling from
and intruders. Cultists learn the hidden paths that crisscross the area, allowing them to move in relative ease while intruders struggle. Animals become overly aggressive and vicious, attacking non
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as
failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
might decide that the barony is at war with a nearby duchy, or that a distant forest is crawling with ettercaps and giant spiders, and you should note these things. But at the start of the game, the local area is enough to get the campaign off the ground. Follow these steps to create that local area:
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
might decide that the barony is at war with a nearby duchy, or that a distant forest is crawling with ettercaps and giant spiders, and you should note these things. But at the start of the game, the local area is enough to get the campaign off the ground. Follow these steps to create that local area:
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and landing in 10-foot-deep water. Characters who ascend the walkway from the north can circumvent the damaged section by crawling through the window into area 6, moving through the palace, and
area safely on foot, a creature must succeed on a DC 15 Strength (Athletics) check. If the check fails, the creature falls 30 feet down a rocky slope, taking 10 (3d6) bludgeoning damage from the fall
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Random Encounters The first time the characters enter a castle area that isn’t otherwise occupied, check for a random encounter. Also check for a random encounter every 10 minutes the characters
toy 8 Unseen servant 9 1d4 Barovian commoners 10 2d6 crawling claws 11 1d6 shadows 12 1d6 swarms of bats 13 1 crawling Strahd zombie (see appendix D) 14 1d4 + 1 Vistani thugs 15 1d4 wights 16 Trinket 17
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and landing in 10-foot-deep water. Characters who ascend the walkway from the north can circumvent the damaged section by crawling through the window into area 6, moving through the palace, and
area safely on foot, a creature must succeed on a DC 15 Strength (Athletics) check. If the check fails, the creature falls 30 feet down a rocky slope, taking 10 (3d6) bludgeoning damage from the fall
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
latch keeping it closed. The box contains a dozen crawling claws. If the lid is opened, the crawling claws quickly skitter out. A character who immediately tries to close the lid can make a DC 15
Dexterity check; if the check succeeds, 1d6 crawling claws escape before the lid shuts; the others are trapped in the box, unable to escape until it is opened again. On their first turn in combat, crawling
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
latch keeping it closed. The box contains a dozen crawling claws. If the lid is opened, the crawling claws quickly skitter out. A character who immediately tries to close the lid can make a DC 15
Dexterity check; if the check succeeds, 1d6 crawling claws escape before the lid shuts; the others are trapped in the box, unable to escape until it is opened again. On their first turn in combat, crawling
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Random Encounters The first time the characters enter a castle area that isn’t otherwise occupied, check for a random encounter. Also check for a random encounter every 10 minutes the characters
toy 8 Unseen servant 9 1d4 Barovian commoners 10 2d6 crawling claws 11 1d6 shadows 12 1d6 swarms of bats 13 1 crawling Strahd zombie (see appendix D) 14 1d4 + 1 Vistani thugs 15 1d4 wights 16 Trinket 17
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
! Someone’s cooked up a batch of mascot bait, and now the place is crawling with the little critters! They’re as happy as baby boars in mud, so we’re going to try a game. It’s mascot stacking, and the
winner gets a fancy prize!”
The mascot-stacking competition takes place in area R3 of the Rose Stage; see map 3.5 in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
! Someone’s cooked up a batch of mascot bait, and now the place is crawling with the little critters! They’re as happy as baby boars in mud, so we’re going to try a game. It’s mascot stacking, and the
winner gets a fancy prize!”
The mascot-stacking competition takes place in area R3 of the Rose Stage; see map 3.5 in chapter 3.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
him. He knows as much as the quasits in area 11. Killing the crawling claw and burying its remains in Blingdenstone lays Pelek’s spirit to rest (see area 1b).
living creatures it sees. A crawling claw wearing an obsidian ring on one stubby finger (see “Treasure”) lurks amid the offal mounds. These mounds are difficult terrain to Small and Medium creatures
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
him. He knows as much as the quasits in area 11. Killing the crawling claw and burying its remains in Blingdenstone lays Pelek’s spirit to rest (see area 1b).
living creatures it sees. A crawling claw wearing an obsidian ring on one stubby finger (see “Treasure”) lurks amid the offal mounds. These mounds are difficult terrain to Small and Medium creatures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the doors. Crawling around their feet are four swarms of rats.
Purple Flames. Mounted on the back walls of four wide alcoves are rusty iron sconces, each holding a torch coated in black wax
ritual taking place in area 10, and they try to kill anyone they believe is not a Shar worshiper. They chant the following verse over and over in Common: “Darkness quench the sun. Darkness swallow the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the doors. Crawling around their feet are four swarms of rats.
Purple Flames. Mounted on the back walls of four wide alcoves are rusty iron sconces, each holding a torch coated in black wax
ritual taking place in area 10, and they try to kill anyone they believe is not a Shar worshiper. They chant the following verse over and over in Common: “Darkness quench the sun. Darkness swallow the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
5. Kitchen The floor of this filthy kitchen is covered with mud, dirty pots, and leftover food crawling with maggots. In the center of the room, a crackling fire rages in a dome-shaped fireplace. Six
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->Storm King's Thunder
5. Kitchen The floor of this filthy kitchen is covered with mud, dirty pots, and leftover food crawling with maggots. In the center of the room, a crackling fire rages in a dome-shaped fireplace. Six
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->The Wild Beyond the Witchlight
M4. Prop Storage When the characters first explore either of these two storerooms (area M4a or M4b), read: This room is choked with a variety of props and costumes. There seems to be no order to the
. This room’s contents include the following oddities: A chest full of powdered wigs, each one crawling with harmless spiders A mousetrap 3 feet wide and 8 feet long A parasol topped with a copper
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
appearance momentarily. Whenever one or more characters enter a new area of the manor, roll a d6. If you roll an odd number, the characters notice iridescent cracks crawling up the walls, followed by a
ice sculptures are, in fact, ice mephits assigned to guard an area (as noted in the area’s description). Doors. Unless otherwise stated, the doors of the manor are open and unlocked. Lighting. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
homes. Calls of “A rope, a rope!” and “Get a ladder!” fill the air.
Any creature that moves to the sinkhole’s edge without taking precautions, such as lying flat on the ground and crawling forward or
won’t be harmed by being down there a little while, but no one must go down there. Keep back!”
The sinkhole exposes area T1 in the Tomb of Moving Stones. Townsfolk who’ve fallen in are scared
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
homes. Calls of “A rope, a rope!” and “Get a ladder!” fill the air.
Any creature that moves to the sinkhole’s edge without taking precautions, such as lying flat on the ground and crawling forward or
won’t be harmed by being down there a little while, but no one must go down there. Keep back!”
The sinkhole exposes area T1 in the Tomb of Moving Stones. Townsfolk who’ve fallen in are scared
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
handling owlbears and on keeping owlbears as companions requires a successful DC 12 Wisdom (Animal Handling) check. Have each player note their character’s Exam results—how many Student Dice they
-biologists believe they quell the creatures’ rumbling acid reflux.
Owlbears respond best to training that mimics exactly what their trainer wishes them to do. Crawling on one’s hands and knees is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(who has darkvision) or catch her by surprise. This Barovian witch is one of the servants of Strahd dwelling in area K56. She is calling out the name of her black cat familiar, which has gone missing
. Crawling Claws A mob of severed hands, their mummified flesh black with soot, skitters out of the darkness across the dusty floor. The crawling claws gang up on one party member. During the confusion
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(who has darkvision) or catch her by surprise. This Barovian witch is one of the servants of Strahd dwelling in area K56. She is calling out the name of her black cat familiar, which has gone missing
. Crawling Claws A mob of severed hands, their mummified flesh black with soot, skitters out of the darkness across the dusty floor. The crawling claws gang up on one party member. During the confusion