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Returning 35 results for 'sites foes'.
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spies foes
Monsters
Van Richten’s Guide to Ravenloft
speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that knows death in myriad forms
suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths.
Gallows speakers rarely speak coherently or communicate with the living, instead
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes
coronation, everyone present understands that the creature is telling them the person so honored could become a great force for good. Ki-rins have also been known to appear at the sites of great battles
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Sanctuaries Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air
-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Kuo-toa Sanctuaries Kuo-toa typically organize their communities around sites they believe to be important to their deities. These might be structures or series of caverns, and most feature both air
-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, but this rarely impedes their abilities. These gorgons’ stomping grounds are littered with the shattered remains of petrified foes. Many gorgons outlive their creators by centuries, misleading some to
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, but this rarely impedes their abilities. These gorgons’ stomping grounds are littered with the shattered remains of petrified foes. Many gorgons outlive their creators by centuries, misleading some to
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gallows Speaker Gallows speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that
, gallows speakers can predict suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths. Gallows speakers rarely speak coherently or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
times. When roused to action—particularly when sites of ancient wonder or their homes are threatened—stone giants can unleash the might of mountains and crush foes with the force of an avalanche. Stone
Compendium
- Sources->Dungeons & Dragons->Monster Manual
automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in
blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods. Brazen Gorgon Large Construct, Unaligned
AC 19 Initiative +2 (12)
HP 161 (17d10 + 68)
Speed 40 ft.
Mod Save
Compendium
- Sources->Dungeons & Dragons->Monster Manual
automatons whose metal bodies glow with intense heat. When they charge their foes, the ribs of their frames open like cages to ensnare enemies and roast them within. Brazen gorgons are often found in
blasphemous sites dedicated to Moloch, other archdevils, or bloodthirsty gods. Brazen Gorgon Large Construct, Unaligned
AC 19 Initiative +2 (12)
HP 161 (17d10 + 68)
Speed 40 ft.
Mod Save
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gallows Speaker Gallows speakers arise from places of mass death or sites where creatures regularly meet their doom. Over time, pain-wracked phantoms and lingering souls combine into an entity that
, gallows speakers can predict suffering, foreseeing dooms leveled against them and overwhelming their foes with visions of innumerable violent deaths. Gallows speakers rarely speak coherently or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
times. When roused to action—particularly when sites of ancient wonder or their homes are threatened—stone giants can unleash the might of mountains and crush foes with the force of an avalanche. Stone
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
into contact with the orrery, they discover that two of the artifact’s components have been claimed by Acquisitions Incorporated franchises that have come under recent attack by unknown foes. The rival
classic adventure locations and exploring a number of brand-new sites. Map 1.1 shows the sites and locations featured in “The Orrery of the Wanderer.”
Map 1.1 Campaign Area
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
into contact with the orrery, they discover that two of the artifact’s components have been claimed by Acquisitions Incorporated franchises that have come under recent attack by unknown foes. The rival
classic adventure locations and exploring a number of brand-new sites. Map 1.1 shows the sites and locations featured in “The Orrery of the Wanderer.”
Map 1.1 Campaign Area
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Behir The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and
caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir’s dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Behir The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and
caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir’s dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
locations along the Sword Coast might make an interesting stop for the characters. Each location offers the potential to gain information regarding sites known for planar disturbances or strange magic, or to
location. You might also decide that these Six agents have been warped by the latent energy of the Chasm, making them formidable and unpredictable foes. More information on Neverwinter can be found in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
locations along the Sword Coast might make an interesting stop for the characters. Each location offers the potential to gain information regarding sites known for planar disturbances or strange magic, or to
location. You might also decide that these Six agents have been warped by the latent energy of the Chasm, making them formidable and unpredictable foes. More information on Neverwinter can be found in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Most of these containment sites are surrounded by goblin hovels, and those that aren’t are nearby, so that the goblins can keep track of their charges. Rookery Hobgoblins keep flocks of ravens that
of conquered foes and goblinoids that neglect their duties. In a temporary camp, the block might be a simple slab of wood or stone laid on a hastily heaped-up pile of dirt. In a permanent garrison
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Most of these containment sites are surrounded by goblin hovels, and those that aren’t are nearby, so that the goblins can keep track of their charges. Rookery Hobgoblins keep flocks of ravens that
of conquered foes and goblinoids that neglect their duties. In a temporary camp, the block might be a simple slab of wood or stone laid on a hastily heaped-up pile of dirt. In a permanent garrison
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
promotion.”
–Koldrel, gate greeter
Noteworthy Sites Rigus is a fortified hill divided into seven districts, separated by thick iron walls and stratified by height. Tents, military buildings, and
the victors, however, who don’t always respect their enemies, no matter how brave or honorable those foes might have been. The Final Procession is also a place of ceremony. Generals frequently award
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
promotion.”
–Koldrel, gate greeter
Noteworthy Sites Rigus is a fortified hill divided into seven districts, separated by thick iron walls and stratified by height. Tents, military buildings, and
the victors, however, who don’t always respect their enemies, no matter how brave or honorable those foes might have been. The Final Procession is also a place of ceremony. Generals frequently award
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries.
Deep Crow
Large monstrosity, unaligned
flying speed.
A Deep Crow’s Lair Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag. In many
been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death. Ki-rins are attracted to the worship of deities of courage, loyalty
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
draconic features and tend to be aggressive foes of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag. In many
been known to appear at the sites of great battles to inspire and strengthen the side of good or to rescue heroes from certain death. Ki-rins are attracted to the worship of deities of courage, loyalty
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
increases, especially when they work in concert.
Thugs. Bugbears that serve as thugs have more of Hruggek than Grankhul in them. They leap in among massed foes and make wide, whirling swings with their
some other god rarely lasts long, because the priest will face a succession of foes — as many as it takes for the priest to succumb and for others to see that resistance is pointless. Maglubiyet
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
god. Some are horse-shaped, looking like gigantic unicorns, and are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. One horn is most common, but a ki
omens, then rises back into the sky. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good, or to rescue heroes from certain death. A ki-rin in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
god. Some are horse-shaped, looking like gigantic unicorns, and are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. One horn is most common, but a ki
omens, then rises back into the sky. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good, or to rescue heroes from certain death. A ki-rin in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
increases, especially when they work in concert.
Thugs. Bugbears that serve as thugs have more of Hruggek than Grankhul in them. They leap in among massed foes and make wide, whirling swings with their
some other god rarely lasts long, because the priest will face a succession of foes — as many as it takes for the priest to succumb and for others to see that resistance is pointless. Maglubiyet
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
importance, they can teach their chicks to harbor the same resentments, instilling a cross-generational hatred of chosen foes that can last for centuries.
Deep Crow
Large monstrosity, unaligned
flying speed.
A Deep Crow’s Lair Deep crows and ancient deep crows roost in places both deep and warm, favoring sites with access to exposed lava. The spires of volcanic rock the creatures prize as
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
machinations. These giant kin might be drawn to runes and sites of giant power, even long after the creators of those sites are gone. Giant Kin Encounters d10† Encounter
1 A band of 2d6
them at your peril—not just the danger they pose as foes, but the value they can bring as allies.
—Diancastra
Giant Necropolis Encounters Use the Giant Necropolis Encounters table to populate places
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
machinations. These giant kin might be drawn to runes and sites of giant power, even long after the creators of those sites are gone. Giant Kin Encounters d10† Encounter
1 A band of 2d6
them at your peril—not just the danger they pose as foes, but the value they can bring as allies.
—Diancastra
Giant Necropolis Encounters Use the Giant Necropolis Encounters table to populate places
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the end. Any potential headquarters site might be discovered by the characters as part of the campaign, or sites might be suggested or allocated by Head Office. Any of the following suggestions can make
is ever attacked. Enchanted Wizard’s Tower. In the entrance hall of a former-wizard’s-tower headquarters, enchanted portraits display visages of the franchise’s recently vanquished foes. Smaller