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Returning 31 results for 'points insane'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30
, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for
Monsters
Curse of Strahd
"} hit points and is freed from any curse, disease, poison, blindness, or deafness.
Change Shape. The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less
insane. Only then did von Holtz reveal himself to be Strahd von Zarovich. Somehow the deva realized that any attempt to slay Strahd would be futile—that the ancient curse upon the land meant that the
Juiblex
Legacy
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Monsters
Out of the Abyss
. Juiblex’s weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of
its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Spider Climb. Juiblex can climb difficult surfaces, including upside down on ceilings, without
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
twisted by the oblex’s foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go insane. This act spawns a new oblex. Oblex
Spawn
Tiny ooze, lawful evil
Armor Class 13
Hit Points 18 (4d4 + 8)
Speed 20 ft.
STR
8(−1)
DEX
16(+3)
CON
15(+2)
INT
14(+2)
WIS
11(+0)
CHA
10(+0
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
majordomo, Ahmaergo, to keep an eye on them. If Xanathar is reduced to half its maximum hit points, or if it believes its life to be in mortal danger, it activates its ring of invisibility and howls
to Ahmaergo to “tear the usurpers limb from limb.” While invisible, Xanathar flies to its sanctum (area X19) by the safest route. Xanathar’s greatest weakness is its insane love for its pet fish
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Steelshadow V, the cultists plan to inflict a curse on the stone giants of Clan Cairngorm that causes them to grow second heads, driving them insane. WHORLSTONE TUNNELS: GENERAL FEATURES
The following
barely 2 feet wide at their widest points. A Tiny creature can move through these tunnels unimpeded, while a Small creature must squeeze to pass through them. Medium and larger creatures can’t fit
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Oozing Royalty When the characters defeat the last group of oozes, but before they reach area 30, the Pudding King appears. The insane, slime-covered deep gnome points at you and cackles. “Devour
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
boy, the girl turns to you and says, “There’s a monster in our house!” She then points to a tall brick row house that has seen better days. Its windows are dark. It has a gated portico on the ground
insane parents locked them in the attic and forgot about them. They were too young and innocent to understand that their parents were guilty of heinous crimes. Their parents told them stories about a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Derro The derro are degenerate Underdark humanoids that resemble small dwarves. Cruel and insane, they take delight in tormenting others — even their own kind. Derro have blue-gray skin and straight
rendered the derro irrevocably insane. They cooperate with each other only out of necessity and when riled up by a charismatic leader. Life of Attrition. Derro can live to be one hundred and fifty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
staff of power that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His insectoid physiology prevents him from making melee attacks with the staff. Cassiok is insane and
attacks anyone who isn’t a member of his family. The grick and the gray slaad defend him. If reduced to 20 hit points or fewer, Cassiok uses his next action to break his staff of power in a retributive
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Tomb Tapper
Huge construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a third arm on the right side of its body, and its left leg splits into two at the knee, giving it three feet. The transformation drove the poor creature insane, and it regards all other creatures as
threats that must be destroyed. The creature is a duergar, with these changes: The creature has 40 hit points. It has advantage on Wisdom (Perception) checks and on saving throws against being
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bodies. Each skeleton has two skulls, although this has no effect on its abilities. Buppido fights with insane confidence and seems surprised if the party defeats him, screaming incoherent last words
of his severed hands, and it scuttled away through one of the narrow tunnels. (Characters might encounter it in area 13.) Pelek points out that characters can recognize the hand because it was
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
luminescent lichen and tumescent growths forming chaotic patterns on their decaying flesh, their voices stabbing into your minds, both insane and gleeful in equal parts:
From rocky bed the
way to Yestabrod’s garden, attacking only if the characters stand in their way. Any character reduced to 0 hit points in this encounter is knocked unconscious rather than killed. If all the characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Asking around about what’s going on in town or points the party toward the following NPCs: Outlaws are lurking out on the Cairn Road, but Constable Harburk (area 11) hasn’t found anything. Minthra
town; an insane necromancer who styles himself a “lord” has taken up residence there. Finally, “The Tomb of Moving Stones” presents an old dungeon-like mine chamber underlying part of Red Larch. This
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
imprisoned in an undead body drives a spawn of Kyuss insane. Corruption Without End. Spawn of Kyuss are expressions of Orcus’s intent to replace all life with undeath. Left to its own devices, a solitary
Armor Class 10
Hit Points 76 (9d8 + 36)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
18(+4)
INT
5(−3)
WIS
7(−2)
CHA
3(−4)
Saving Throws Wis +1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
insane. Muiral
Large monstrosity, chaotic evil
Armor Class 16 (natural armor)
Hit Points 195 (23d10 + 69)
Speed 50 ft.
STR
19(+4)
DEX
11(+0)
CON
16(+3)
INT
18(+4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dwarven helmets and dusty goggles with tattered leather straps hang on pegs above them.
The nothics are insane and attack most creatures they encounter. They are easily and quickly cowed by displays
floor.
Equipment. Mine carts about the room contain glittering heaps of copper ore.
Battle. A wounded warrior named Rex the Hammer (LE male Illuskan human champion with 22 hit points remaining
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The Abbot is teaching Vasilka the finer points of etiquette. He also intends to teach her how to dance. Vasilka obeys his every command. She can’t speak but lets loose an unholy scream if harmed. If
mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahd’s bride, he believes that she is the key to freeing the land from its curse. The insane Abbot
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
The guardian of this cave is a nothic—an insane subterranean monster that hungers for flesh. The creature
found it. Awarding Experience Points Divide 450 XP equally among the characters if the party defeats the nothic or negotiates a truce with it.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the Monster Manual). The drider flees if reduced to 30 or fewer hit points. Drow Hunting Party A drow mage of House Melarn leads a group of 1d6 drow and 2d6 bugbear slaves through the tunnels in search
ravenous, insane trolls attack the party on sight. Umber Hulk This creature is hidden behind a wall and uses its tremorsense to detect passing prey, bursting out of a nearby wall to attack the nearest party member. Randomly determine who is attacked, taking into account any NPCs traveling with the characters.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Laeral offers to give the characters a damaged longship that was recently captured by privateers. What the adventurers choose to do with it is up to them. The ship has 150 hit points and is worth
them north into the Sea of Moving Ice for 5,000 gp. The captain, Lady Taska Sonadora (CG female Tethyrian human noble), is, by all accounts, insane. She likes to spend her inherited wealth on bold (some
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creature retains its Hit Dice, hit points, racial traits (but not proficiencies granted by race), and all of its ability scores except for Intelligence. After the first stage of the process, the creature’s
fool of fools. Illithid brains are poisonous, and drive humans insane with a flood of memories at every bite. Er, ask me not how I know this.
— Elminster
Duergar Mind flayers have hated duergar
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
evil
Armor Class 17 (natural armor)
Hit Points 75 (10d10 + 20)
Speed 40 ft.
STR
21(+5)
DEX
12(+1)
CON
14(+2)
INT
13(+1)
WIS
14(+2)
CHA
15(+2
meat from bone. The sight of this savagery is enough to render witnesses temporarily insane. Covens. A bheur hag that is part of a coven (see the “Hag Covens” sidebar in the Monster Manual) has a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Smiling One
Huge giant (cloud giant), chaotic neutral
Armor Class 15 (natural armor)
Hit Points 262 (21d12 + 126)
Speed 40 ft.
STR
26(+8)
DEX
12(+1)
CON
22(+6
, shields)
Hit Points 187 (15d12 + 90)
Speed 30 ft.
STR
27(+8)
DEX
9(−1)
CON
23(+6)
INT
8(−1)
WIS
10(+0)
CHA
11(+0)
Saving Throws Dex +4, Con +11, Cha +5
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
here. Any creature of good alignment that touches the window gains 20 temporary hit points. A creature affected by the window’s magic cannot be affected by the window again for 24 hours. S3. Drowned
victorious with 30 hit points remaining. Characters have advantage on Dexterity (Stealth) checks made to sneak past the hezrous while the demons fight each other. Treasure. The half-eaten bearded
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
these crystals, if it restores hit points or deals radiant damage, is treated as if it were cast at a level one higher than the spell slot that was expended. 3 A maple tree with translucent, violet-hued
decay. Mabar Manifest Zone Features d4 Feature 1 Undead animated here have 2 extra hit points per Hit Die and make saving throws against being turned or frightened with advantage. 2 Vegetation here
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
normal mimic, with these changes: The mimic is Large and has 75 (10d10 + 20) hit points. As an action, it can make three attacks: two with its pseudopods and one with its bite. It has a challenge
and timbers that frame the room. He can’t damage the house, nor can he break his own chains. He can only howl impotently at the misery being inflicted on him. He is thoroughly insane and can’t be
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
now stands watch in area B24, and the other is here. The ancient construct is equivalent to a stone golem with 102 hit points and no Multiattack action (challenge rating 4 instead of 8). Roleplaying
of Broog and Norb — the two heads of a particularly large and grumpy ettin. Broog-Norb has 130 hit points. Broog-Norb isn’t a follower of the Cult of the Black Earth. He found a way down into the ruins
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(Sleight of Hand) check allows the statues to be carefully shifted apart to allow access inside. The statues can also be smashed through (AC 10, 15 hit points, immunity to poison and psychic damage
prisoner in the temple ever since the creature was captured by the long-gone kenku. The medusa still occupies the tower, but is now undead and in skeletal form, unfettered and thoroughly insane. It can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
middle of the hall. The floor is littered with bones and covered with a thin layer of sticky, translucent slime. Kuo-toa. These insane creatures are under the control of the mind flayer in area X24
lawful good. He is Small and has 3 (1d6) hit points. He has these racial traits: His walking speed is 25 feet. He can move through the space of a Medium or larger creature. He has advantage on saving






