The weather today: Overcast
Tonight's moon: First quarter
- A cool breeze comes off the water
Landscape and flora
- Palm trees lean in close to the shore
A druid tends to a wounded monster
Use one of the monsters below. Use the druid stats.
If the characters help, the druid gives them a vial of antitoxin or a healing potion.
If they do not help or appear antagonistic, the creature attacks and the druid will not help them.
Creatures and Threats
Common Fauna in the Area
Monsters and others
Possible Monster Motives
- Guarding a secret
- Protecting their young
- Controlled by a bigger bad
- Enthralled by a magic item
- Guarding treasure
1d10 electrum pieces
A vase with 1d100 copper pieces
A ceramic lance
This extremely impractical item is white and ornately decorated with flowers.
Value 1100 gp
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
3rd-level evocation Casting Time: 1 actionRange: Self (100-foot line)Components: V, S, M (a bit of fur and a rod of amber, crystal, or glass)Duration: Instantaneous A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. […]
In case you want to terrify your players...
Ancient Bronze Dragon
Gargantuan dragon, lawful good
Armor Class 22 (natural armor)
Hit Points 444 (24d20 + 192)
Speed 40 ft., fly 80 ft., swim 40 ft.
STR DEX CON INT WIS CHA 29 (+9) 10 (+0) 27 (+8) 18 (+4) 17 (+3) 21 (+5)
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Insight +10, Perception +17, Stealth +7
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 22 (41,000 XP)
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon’s choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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- Guarding a secret
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