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Returning 35 results for 'stunned ghoul locations'.
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Monsters
Fizban's Treasury of Dragons
the Ethereal Plane. Moonstone dragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for
or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the
Monsters
Fizban's Treasury of Dragons
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
their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for storage. Occasionally, though, a whimsical moonstone dragon delights in shaking
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The
stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Eye Thief. Belashyrra can see through the eyes of all creatures within 120 feet of
Monsters
Icewind Dale: Rime of the Frostmaiden
trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and
she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Nightshade’s thief is Sowpig, a Small ghoul with 17 (5d6) hit points. She appears as a little, gray-skinned girl wearing a pig mask and holding an oversized lollipop. Endelyn Moongrave’s thief is the
goals: No Ticket. The thief targets one carnival guest it can see within 5 feet of it. If the target doesn’t have a ticket, it must succeed on a DC 13 Wisdom saving throw or be stunned for 1 minute. It
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Shipwreck Locations The following locations are keyed to map 4, which shows the layout of the shipwreck. Map 4: The Wreck of Compass Rose View Player Version C1: Main Deck The moldering wood of the
—a ghoul—lurks in the aft part of the hold. Much more cunning than the zombies, the ghoul waits to attack until the characters are busy with the zombie. It hopes to paralyze a character with its Claw
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Spaceship Locations, Level 4 The fourth level of the spaceship is the service deck. It is the central node of the ship, the brain from which the ship’s core functions derive their processing power
—and where they are most vulnerable. The following locations are keyed to map 7.4. Damien Mammoliti Map 7.4: Spaceship Level 4 View Player Version S61: Server Room (Green) Boxy, metal towers hum
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
city for secure locations, or look for other survivors who might have skills or information that can assist them. Lulu might also regain memories that grant her insight into where to go next. If the
characters failed to ascertain the story behind Ravengard’s stunned state, Pherria can assist them in putting things together. Working with the acolyte, the characters (especially those who have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
them down and determine whether they can be awakened or, at the very least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell
, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned
Senses truesight 150 ft., passive perception 10
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ziggurat Locations, Tier 4 The fourth tier of the ziggurat holds the tombs of King Alendria, Queen Zanobis, and various members of their court. The following locations are keyed to map 2.2. Mike
former trap cover the door to this room and the wall around it. This magical trap was recently triggered by a ghoul, whose outline is visible among the scorch marks. The door is ajar and safe to open
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have darkvision or other supernatural
Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
consulting the Psychic Wind Locations Effects table. Psychic Wind Location Effects 1d20 Location Effect 1–8 Diverted; add 1d6 days to travel time 9–12 Blown astray; add 3d10 days to travel time
Psychic Effects 1d20 Psychic Effect 1–8 You have the Stunned condition for 1 minute; you repeat the saving throw at the end of each of your turns, ending the effect on yourself on a success. 9–12 You
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the doll is set on fire or torn apart, it is destroyed, and the student it represents must make a DC 14 Constitution saving throw. On a successful save, the student is stunned for 1 minute. On a failed
they’re damaged. Pneumatic Tubes. These tubes connect to various other locations in Dweomercore. From left to right, the tubes are labeled with their destinations: “Turbulence” (area 8a), “Violence” (area
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Gibbet Crossing Locations The following locations are keyed to map 6.5. Mike Schley Map 6.5: Gibbet Crossing View Player Version G1: Surface Entrance A few lumps of old slag and tumbled stone are
have the stunned condition until the grapple ends.
Eldritch Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit:20 (3d10 + 4) force damage.
Extract Brain. Melee Weapon Attack: +8
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has been brave or foolish enough to search for lost treasures in the depths of the Crimson Water. Unusual Locations. At places smaller in scale than the major features described above, explorers in
the Mournland might encounter any kind of terrain feature with bizarre magical properties. The Unusual Locations table offers some ideas. Unusual Locations d6 Location 1 A pool of glowing water
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions are affecting them
cold, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses darkvision 120 ft., truesight 120 ft., passive Perception 26
Languages all
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Illithinoch Locations The following locations are keyed to map 7.2. Mike Schley Map 7.2: Illithinoch View Player Version X1: Gates The long tunnel ends at an immense double door. An eerie green
Intelligence saving throw or take 22 (4d8 + 4) thunder damage and have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Nautiloid Locations The following locations are keyed to map 2.7. N1. Forward Deck This deck is five feet above the valley floor and covered with fresh snow. Mounted to the deck is a ballista covered
succeed on a DC 17 Constitution saving throw or be stunned for 10 minutes. Self-Destruct. If Vorryn touches one of the helm’s blue orbs while Dredavex touches the other, they can jointly activate the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Necropolis Locations (Y20-Y29) Y20. Tower of Evocation The top of this tower is shaped like an axe blade. Red light shines out from a slender window high overhead.
The tower’s interior is damaged
, kept alive by the magic of her crown. In her current state, she is stunned. A character who succeeds on a DC 12 Wisdom (Medicine) check can tell that Ivira is still alive. Her crown is cursed (see
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
characters and asks them to retrieve its skull from the Bones of the Night (see the “Lower Ward Locations” section) so it can finally be laid to rest. 7 Two githzerai monks approach the characters
, searching for a dangerous blue slaad that stole a mote of primordial chaos from the Face of Gith tavern (see the “Lower Ward Locations” section). 8 A soot-stained goblin mage uses fire magic to repair a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations The following locations are keyed to the map of the Lykortha Expanse. Map 18.1: lykortha expanse View Player Version L1. Entrance Ahead, a darkened cave mouth beckons from
a DC 16 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the stunned condition
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Exploring the Cemetery The section describes locations in the city’s cemetery — both the chapel and the areas around it (areas G1 through G6), and a subterranean ossuary level beneath the chapel
Creation table to determine what kind of undead creature is created. Undead Creation d20 Undead
1–4 Skeleton
5–7 Zombie
8–10 Shadow
11–12 Specter
13–15 Ghoul
16
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Lair Locations The following locations are keyed to the map of Claugiyliamatar’s lair.
Map 4: Claugiyliamatar’s lair View Player Version C1. Lookout Post Wood woads (see “Arrival” above) watch for
intruders. C6. Phase Spider Den Webs cover the walls and ceilings of this chamber. Sajia Hurwi and Zuri Kimyak (see the “Gnawbones Druids” sidebar) feed ghoul remains to the phase spiders living in this
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Delphi Mansion Locations Locations in Delphi Mansion are keyed to map 3.2. Map 3.2: DM’s map View Player Version D1: Foyer A sickly sweet scent hangs in the air of this dusty foyer. Two staircases
, thus enabling a piece of Krokulmar to exist outside the Far Realm. The headless body is stunned and remains so until the ritual is complete. It is possible to attack the fragment without harming the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Briny Maze Locations The gateway from Illithinoch deposits the characters at the rearmost part of the Briny Maze, in area B1. The following locations are keyed to map 8.1. Mike Schley Map 8.1: Briny
Realm from the Briny Maze. If you choose, curious characters might find locations from the previous chapter nearby. Bubbles. The flumphs installed the organic devices that generate the bubbles. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Predator Pools The Red Wizards’ plans involve the disruption and control of the Sword Coast’s trade. To that end, the Thayans are spawning an aquatic army. Locations in the Predator Pools are
water until they catch the scent of non-undead creatures. These ghouls are of an aquatic variety known as lacedons. In addition to the statistics of a normal ghoul, each has a swim speed of 30 feet. Pool
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
him to stone when next they meet. Flutterfoot knows the features and layout of Xanathar’s lair, as well as the beholder’s current whereabouts and the locations of secret doors, except the ones leading
around the circle, which the dwarves use to scry on various other locations within the dungeon: the entrance hall (area X2), the arena (area X6), the antechamber of madness (area X23), the recreation
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and Finder of Trails. Besilmer dwarves revered these gods as watchers over their dead. The air cultists started exploring the tombs, but they suspended their exploration after ghoul attacks. They and
(1d4 + 2) bludgeoning damage plus 7 (3d4) thunder damage, and the target must succeed on a DC 10 Constitution saving throw or be stunned until the end of its next turn. Miss: The boomerang returns to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
see where the characters end up, rerolling any locations already visited. For the first three destinations, roll a d6 to prevent the characters from reaching The Maverick. For subsequent destinations
exception of the Far Realm horror, the specific locations of portal encounters are not detailed here. If the characters ask about where they are in any given encounter, or if they’re inclined to venture
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sector’s magic to collect the divine essence of the Chosen of various deities. The Thayan regent believes that this essence may be the key to becoming a god. Locations in the Temples of Extraction are
below). Dark Mist. The shrine exudes poisonous mist that makes the area lightly obscured. Any creature that starts its turn in the room must succeed on a DC 15 Constitution saving throw or become stunned
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
). These locations are keyed to map 2.2, map 2.3, and map 2.4, respectively. Most of these descriptions highlight what the areas contain if a devil attack has not taken place there. Based on the encounters
woman wielding a greatsword marched up to the dragon and hacked at the beast with mighty swings. Before the stunned creature could fly away, she slew it. A startled and overwhelmed populace rushed toward
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Locations K1. Front Gate The keep’s main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double
ghoul succeeds on a DC 20 Strength check, the boat capsizes. Some might continue to try to tip the boat later in the battle.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Golem Laboratories In these formerly cursed temples and workshops, the Red Wizards create golems. Locations in the Golem Laboratories are identified on map 5.10. Map 5.10: Golem Laboratories Golems
selecting parts. Four skeletons keep watch from the corners, while a ghoul mops gore from the floors. Golems in this area can’t be activated and are no threat. Treasure. One table contains special
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Neverdeath Catacomb Locations The following locations are keyed to map 1.1. Dyson Logos Map 1.1: Neverdeath Catacombs View Player Version C1: Hallix Mausoleum The towering stone mausoleums in
current experiments in stealing and offering secrets to Vecna. Secret Door. A tapestry depicting a feasting ghoul conceals a secret, sliding door leading to a short tunnel between this room and area C16. A
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tomb Locations The areas of the tomb are keyed to map 7.3. Dyson Logos Map 7.3: Tomb of Wayward Souls View Player Version T1: False Entrance This wide corridor ends at two stone doors with metal
false treasures must immediately succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage and have the stunned condition until the start of its next turn. Keys. Rerak carries two






