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Returning 10 results for 'special chained'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
cleared away.
If Zariel dies, these effects fade over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days.
Cultists of Zariel
Zariel grants special abilities to
Compendium
- Sources->Dungeons & Dragons->Arcana Unleashed
alien intelligences. Member Roles Certain members of the Bringers of Cosmic Dawn have special roles in the faction. Starspeakers. The five enigmatic Starspeakers command the entire faction. None answer to
Serpent, is a colossal beast that feeds on nightmares generated by its warped mind. 3 Tharizdun, the Chained God, is a dark spiral of roiling nothingness. It seeks freedom from its millennia-long
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
the area to be heavily obscured. The smoke can’t be cleared away. If Zariel dies, these effects fade over the course of 1d10 days. Cultists of Zariel Zariel grants special abilities to her most loyal
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The giant has to use an action to blow the horn. 6. Emissaries’ Cavern An oni and its four ogre servants are staying here. They have had an audience with the jarl, and after a special wassail to be
held on the morrow they will depart for home with a treaty scroll. This scroll is signed (with a special mark) by the jarl and offers the Lord of the Oni 25,000 gp worth of gems, plus whatever loot
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leather couch. In front of it, a bearskin rug lies on the deck, while beneath the couch can be seen a large metal box. An unlit hooded lantern hangs from the ceiling.
A gray cloak (with no special
lantern is a hatch measuring three feet on a side.
The cloak has no special properties and no significant value. Finding the secret door into area 15 requires a successful DC 12 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
working in the cove find the bones and refuse to continue fishing in these waters. Eda Oweland offers the characters a special favor (see “Special Favors” in chapter 7 of the Dungeon Master’s Guide) to
Dalixiateara. The dragon is chained to the side of the gorge (area C7) at a depth of 1,200 feet, muzzled, and restrained. The hags are trying to break the dragon’s mind to force it to serve them but
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that they join him in the next festival as special guests and asks that they tell everyone that all will, indeed, be well. The Baroness and Baron Two members of the baron’s household staff have vanished
silverware. The other table is covered with wicker baskets containing turnips and beets. The beets and turnips are for the Festival of the Blazing Sun (see the “Special Events” section at the end of this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
his forge, in various stages of completion, are three giant-sized swords, some pieces of armor, and several axe and spear heads. Treasure. The weaponsmith has in his possession a special +2 mace, made
the floor, twined in each other’s arms. Cell 12C. A female human assassin is chained to the wall. She cheerfully admits to being a thief who was caught trying to find the king’s treasure room (“Know
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
-inch wide channels.
Two minotaurs of the Emberhorn tribe stand guard in this chamber, defending the fire cult’s foothold in the fane. They have the Burning Breath special action (see area F14
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
special socket on the quiver. Because the skeletons are mindless, they don’t use the magical arrows. 6. Old Approach The masonry walls of this twenty-foot-wide hall are in poor repair. The far end has
goblins are chained here, taken prisoner during the course of several skirmishes. Every so often, the kobolds remove a goblin from the room and ransom it back to the goblins (for a price of 2d10 sp