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Returning 35 results for 'strikes standing adventurers'.
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Monsters
Planescape: Adventures in the Multiverse
passerby can awaken into a terror known as a razorvine blight.
Razorvine blights lay ambushes on well-traveled paths by standing still to appear as ordinary razorvine. When unassuming travelers pass
by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust.
While razorvine blights are usually
Monsters
Icewind Dale: Rime of the Frostmaiden
"} acid damage.
Magic Missile (1st-Level Spell; Requires a Spell Slot). Dzaan creates three darts of magical force. Each dart unerringly strikes one creature Dzaan can see within 120 feet of it, dealing
.
Dzaanâs Demise. Dzaanâs trouble started after he broke away from his fellow wizards and hired adventurers to scour Icewind Dale for Netherese ruins. One group of them uncovered a buried
Monsters
Fizban's Treasury of Dragons
a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor
collect dragon partsâscales, teeth, skin, flesh, wings, and bonesâthat they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on
Monsters
Quests from the Infinite Staircase
circumstance, Nafas relies on adventurersâwhom he considers the living manifestations of a wish grantedâto respond to these calls.
To friendly adventurers and weary travelers along the
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Grazâzt strikes the perfect figure of untamed desire, every plane and curve of his body, every
Backgrounds
Acquisitions Incorporated
Your family name strikes fear and admiration in the hearts of the common folk â but thatâs got nothing to do with you. Songs and stories celebrating the adventuring exploits of your
parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, youâd be woken out of a sound sleep by someone standing outside
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
overwhelming attack.
Outcast Adventurers
As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been
complete their quests and return home as quickly as possible.
The Firbolg Adventurers table can serve as inspiration for determining why a firbolg character leaves home.
Firbolg Adventurers
d8
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The manâs walk was
, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
Halfling
Legacy
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Species
Basic Rules (2014)
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxiâs desire burns bright, but once met it disappears to be
its secrets and nature have been laid bare.
Tinkers and Minstrels
Curiosity drives most of the tabaxi found outside their homeland, but not all of them become adventurers. Tabaxi who seek a safer
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
strikes her, she swoops down to the stage (area M2) on her ornithopter of flying (see appendix A) in the closing minutes of a play to steal the show. While plays are being rehearsed in the amphitheater
, she spends her time in area M19, peering down at the Orrery of Tragedies in area M14 and using a quill pen to transcribe its prophecies into a tiny black book. During the eight hours when no plays are being rehearsed or performed, she sleeps standing up inside a glass-paneled wardrobe in area M22.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Magic Resistance. You have
standing jump. This extra distance costs movement as normal. Reveler. As an embodiment of revelry, you have proficiency in the Performance and Persuasion skills, and you have proficiency with one musical instrument of your choice.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
not without its own internal strife, as the adventurers discover when a cultist contacts them with the offer to turn over one of the dragon masks essential to Severinâs plans. The characters must
for the cultâs spellcasters to perform without their Red Wizard alliesâall Thayan exiles. The adventurers travel to Thay to forge an alliance with the Red Wizards, whose lich lord Szass Tam hungers
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
not without its own internal strife, as the adventurers discover when a cultist contacts them with the offer to turn over one of the dragon masks essential to Severinâs plans. The characters must
for the cultâs spellcasters to perform without their Red Wizard alliesâall Thayan exiles. The adventurers travel to Thay to forge an alliance with the Red Wizards, whose lich lord Szass Tam hungers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
scant few scholars, arcanists, and adventurers who know the conflict for what it is refer to it as the Blood War. The fighting takes place across the Lower Planes, on the Material Plane, and anywhere
also make strikes against locations in the Abyss. Although the intensity of the conflict waxes and wanes, and the front lines of the war can shift drastically, a moment never goes by when demons and devils arenât battling each other somewhere in the multiverse.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Goblinoid Campaign Themes The Heirs of Dhakaan are a substantial military threat. The goblins can clash with adventurers while they are exploring ancient ruins, or they can launch strikes against
outposts or vaults the adventurers are guarding. Whatever the Dhakaani do, it should be part of a mission objective. Is the goal to strengthen their kech? Gather information about the enemy? Recover
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Grazâzt The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Grazâzt strikes the perfect figure of untamed desire, every plane and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
factionsâ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forestâa dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
factionsâ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forestâa dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Grazâzt The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Grazâzt strikes the perfect figure of untamed desire, every plane and
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermath â a village called Altand. If Delaanâs belief
Call for Aid Delaan Winterhound comes to the adventurers during the Council of Waterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carefully as they present their case. The Cult Strikes Back (Part 3). The Cult of the Dragon now knows the adventurersâ strengths and methods. If the characters donât take precautions to safeguard
, Leosin Erlanthar or Ontharr Frume are likely candidates.) Varram the White. The adventurers learn the location of one of the cultâs highest-ranking leadersâWyrmspeaker Varram. After discovering that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermathâa village called Altand. If Delaanâs belief
Call for Aid Delaan Winterhound comes to the adventurers during the Council of Waterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
Adventurers and Organizations At the start of a campaign, backgrounds are a great way to connect adventurers to your world. As the game progresses, though, background ties often become less important
. Factions and organizations aimed at player characters are a way to keep higher-level adventurers connected to your world, providing ties to key NPCs and a clear agenda beyond individual gain. In the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
or Ontharr Frume are likely candidates.) Varram the White The adventurers learn the location of one of the cultâs highest-ranking leadersâWyrmspeaker Varram. After discovering that Varram is held
valuable dragon lore, they deal a blow to the cult and might gain the Arcane Brotherhood as allies in the process. The Cult Strikes Back (Part 1) The cultâs leaders arenât oblivious to the damage being
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
expected to adhere to its codes of conduct. Less reputable characters can find work with the Deathgate Adventurersâ Guild in Middle Tavickâs Landing. Thereâs a long-standing rivalry between the two
Adventurersâ Guild. This is serves as a social club for adventurers and a one-stop marketplace for anyone seeking to hire a capable and reliable champion. If youâre part of the CAG you have access to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Adventure Hooks d8 NPC 1 What at first appears to be a renegade group of Aundairian soldiers turn out to be undead under the orderâs control. 2 The order strikes at a small keep, demanding the
, the characters discover that Emerald Claw agents are looking for the same thing and seem to have access to information the adventurers lack. 8 A large force of Emerald Claw knights offers the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
or Ontharr Frume are likely candidates.) Varram the White The adventurers learn the location of one of the cultâs highest-ranking leadersâWyrmspeaker Varram. After discovering that Varram is held
valuable dragon lore, they deal a blow to the cult and might gain the Arcane Brotherhood as allies in the process. The Cult Strikes Back (Part 1) The cultâs leaders arenât oblivious to the damage being
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Final Scene If the characters vanquish the corrupted avatar of Lurue or are in danger of being vanquished themselves, read: A jagged stroke of white lightning originates from the moon and strikes the
cleansed of corruption, in the pool.
The lightning bolt from the moon either destroys the corrupted avatar to spare the adventurers from a likely tragic ending, or revives and purifies the slain avatar
Compendium
- Sources->Dungeons & Dragons->Storm Lordâs Wrath
they will not hurt the party and will honor the contract that was agreed upon. Allow the Mutiny Without the charactersâ help, neither captain can defeat the mutineers. If the adventurers do nothing
, the mutiny succeeds. Talk The adventurers may attempt to speak on behalf of the captain, hoping to talk the mutineers out of their plans. Castisha has already made up her mind, and nothing short of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
banished back into the Abyss. The task of the adventurers is to be close at hand but not get caught up in the battle until one demon lord is left standing, weakened and spent from the conflict. That
Enacting the Plan Once the dark heart is in place, the ritual can begin. The adventurers and their allies take up a position not far from the dark heart, close to where the demons will appear. Where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Forest of Stone These 20-foot-high caverns are filled with stalagmites, stalactites, and other rock formations, giving this area the appearance of a dense forest of stone. 11a. Standing Gate to
Level 8 Among the rock formations is a standing gate (see âGatesâ) formed by a pair of 10-foot-tall stalagmites carved to create the image of giant stone snakes wrapped around them. The points of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
standing stones 19 Ruined or toppled circle of standing stones 20 Totem pole Ruins Crumbling towers, ancient temples, and razed cities are perfect sites for adventures. Additionally, noting the existence of






