Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'spawn grove location'.
Other Suggestions:
space globe location
space group location
space grove location
space give location
space grow location
Spells
Player’s Handbook
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration.
When you cast the spell, choose seeing or hearing. You can use the chosen sense through the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
location can’t be discerned by magic.Multiattack. The hulk makes two Slam attacks. If both attacks hit the same target, the target also takes 9 (2d8);{"diceNotation":"2d8", "rollType":"damage
against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.The hulk is one of the largest of the known star spawn, with
Monsters
Waterdeep: Dungeon of the Mad Mage
Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn
the ground rises the following night as a vampire spawn under Keresta's control.
Charm. Keresta targets one humanoid it can see within 30 feet of it. If the target can see Keresta, the target must
Monsters
Waterdeep: Dungeon of the Mad Mage
the following night as a vampire spawn under Zorak's control.
Charm. Zorak targets one humanoid he can see within 30 feet of him. If the target can see Zorak, the target must succeed on a DC 17 Wisdom
strike.
Bite (Costs 2 Actions). Zorak makes one bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides
Magic Items
Tasha’s Cauldron of Everything
10
Marionette
Mummy
11
Mists
Wraith
12
Raven
Vampire spawn
13
Seer
Vampire
14
Tempter
Vampire spawn
15-00
—
—
The released soul appears at a
random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the
Monsters
Fizban's Treasury of Dragons
dragon.
Moonstone Dragon Lairs
Often, a moonstone dragon’s lair is not a single location, but rather a collection of personally significant places spread out across multiple planes of
existence and connected through portals under the dragon’s control. A lair might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of
Monsters
Fizban's Treasury of Dragons
is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected through portals under the dragon’s control. A lair
might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Moonstone dragons often use locations in the Feywild as
Monsters
Curse of Strahd
vampire spawn under Strahd’s control.
Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw
against other members of the adventuring party.
The Vampire’s Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
Clairvoyance
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around
a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.
When you cast the spell, you choose seeing or hearing. You can
Vampire Spawn
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
Spells
Xanathar's Guide to Everything
this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves
creature not immune to this effect enters the warded area, the grove guardians fight until they have driven off or slain the intruders. The grove guardians also obey your spoken commands (no action
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the
vampire makes one bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an
Vampire
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire’s control.
Charm
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
then buried in the ground rises the following night as a vampire spawn under the vampire's control.
Charm. The vampire targets one humanoid it can see within 30 feet of it. If the target can see the
bite attack.A Vampire's Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault
feats
Living in the Scorched Grove or other areas touched by elemental fire can sometimes cause strange abilities to manifest among their inhabitants. Known as “flamewoken” by the Tenders
can cause these flames to either grow by 5 feet in a single direction, provided there is fuel of some sort present in the new location, or you can extinguish the flames present in this space.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to spawn from the lonely and fractured souls of the grove’s other Undead inhabitants—adopt the shapes of moths or butterflies, and flitter through the thick mist. This grove is also home to flocks of
location. At the center of Death’s Aperture is a bottomless well that churns with dark smoke. When a grim champion wishes to punish a trespasser or an incompetent minion, they throw the unfortunate
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
eye for seeing)
Duration: Concentration, up to 10 minutes
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn Hulk The hulk is the largest of the known star spawn. Though ogre-like in stature, the hulk’s glistening translucent skin reveals a muscled form devoid of an ogre’s fat. Pale and seemingly
, other than to protect its master. Star Spawn Hulk
Large aberration, chaotic evil
Armor Class 16 (natural armor)
Hit Points 136 (13d10 + 65)
Speed 30 ft.
STR
20(+5)
DEX
8(−1
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The intangible, invulnerable sensor remains in place for the duration. When you cast the spell, choose
eye for seeing)
Duration: Concentration, up to 10 minutes
You create an Invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Druid Grove 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (mistletoe, which the spell consumes, that was harvested with a golden sickle under the light of a full moon
to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
time thus far, Keresta might send waves of vampire spawn to harangue them as they make their way through these candlelit halls. The vampire spawn attack in packs of 1d4 + 2 and avoid the pit traps in
20-foot-deep pit spans the corridor in this location. The pit is filled with impenetrable darkness similar to that created by the darkness spell. A successful dispel magic spell cast on the magical
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Moonstone Dragon Lairs Often, a moonstone dragon’s lair is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected
through portals under the dragon’s control. A lair might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way. Undead Nature. Neither a vampire nor a vampire spawn requires
such as torture devices or trophies from creatures they have killed. Born from Death. Most of a vampire’s victims become vampire spawn — ravenous creatures with a vampire’s hunger for blood, but under
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
becoming lost). For a fast pace, reduce the travel times by one third; for a slow pace, increase them by one third. Underdark Travel Times Location Velkynvelve Sloobludop Gracklstugh Neverlight Grove
Grove 36 days 26 days 12 days — 16 days 24 days Blingdenstone 30 days 20 days 20 days 16 days — 8 days Menzoberranzan 26 days 20 days 27 days 24 days 8 days —
Map 2.1: The Underdark
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you
(such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Emporium. She warns the characters of one other condition before they decide: they must watch over her grove while she’s gone. If the characters attack or threaten Red Ruth during this negotiation, she
simply slips away into the Ethereal Plane and doesn’t return until they leave. The night hag can divine the location of the Wandering Emporium by spilling some of her own blood on the ground and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you
(such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
fruits of all his labor, his connection to Gaernoo remains strong, and he starts work immediately to regain what he has lost. Whether he returns to Waterdeep or emerges in some other location, his plots might spawn new adventures for the party.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can be placed in any location. Wherever the players decide to place the talisman, their characters must travel to that location while Vizeran makes his final preparations for the ritual. Given their
, you can add some action for those who remain behind by having a small number of the demons summoned by the ritual attracted to the site of the ritual rather than the location of the dark heart
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a potential route out, leading them to another location in the Underdark where it is supposed to be. Then they need to find a map or guide for the potential route, which could involve them in what is
happening in the new location. To complicate the search, they might then discover that a route or guide isn’t all they had hoped for, but instead leads them to more promising options. As an example
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Mastiff Swarm of Insects Venomous Snake Key NPCs Name
Role
Stat Block
Location
Armin Whisperwind Lost elf council member Scout (Medium) R4 Darrin, Jherris, Lyrienne, and Rayna
Heroes” Kaynen Guardian of the redwood grove Dryad R3 Marilissa Sunset-Is-Nigh’s devoted servant Yuan-ti Malison (Type 1) L3 Selenar Woodwise Elf council member Noble (Medium) “A Call for Heroes” Sunny
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
more often he encounters the characters, the better. The characters can and should meet him multiple times before the final encounter, which most likely takes place in the location determined by the
day. If they’re indoors, he tries to charm or goad a character into inviting him inside (along with his vampire spawn, if they are present). Strahd and his minions never attack Ireena. These
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
would be difficult to resolve in the location, choose an unencountered result instead. Death House Encounters d12 Encounter 1–4 Meeting with Sarusanda (see below)* 5–8 Three priests of Osybus
(see appendix A) lurk nearby, poised to strike† 9 One whirling chandelier (see appendix A) falls on a random character before two invisible stalkers join the surprise attack 10–11 Four vampire spawn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
during an encounter, the vampire turns to mist and withdraws to a safe location in the dungeon. Even when the vampire is not immediately present, its cackling laughter echoes through the caves
sporadically. You can stage an encounter with Tekeli-li anywhere you like. If you’re not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-li’s Location table. The table determines
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Wedding Invitation The adventurers become caught up in Zuggtmoy’s plots when they experience a vision from the rebel myconids of Neverlight Grove, delivered by Sovereign Basidia. The characters know
of Basidia and the myconids’ struggles if they visited Neverlight Grove (see chapter 5). Otherwise, the myconids reach out to them if they sheltered Stool or Rumpadump for a time. Basidia’s vision






