CR 22

The weather today: Rainy

Tonight's moon: Waning crescent

Description
Landscape and flora
Random encounter

Creatures and Threats

Common Fauna in the Area
Monsters and others
  • Levels 1-4
  • Levels 5-10
  • Levels 11-16
Possible Monster Motives
  • Possessed by an evil
  • Enthralled by a magic item
  • Protecting their home
  • Protecting their young
  • Controlled by a bigger bad

Loot Suggestions

Mundane
A clasp in the shape of a step pyramid

Value: 2d6 gold

Modest
Two silver candle sticks wrapped in butcher paper

Worth 120 gp

Great
An ornate saddle

With fine leather work, intricate stitching, silver stirrup covers, and a row of rubies inset, this saddle clearly once belonged to someone wealthy.

Worth 1500 gp

Magic Item
Cube of Force

Wondrous item, rare (requires attunement)

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an action to press one of the cube’s faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube’s sixth face, or the cube runs out of charges. You can change the barrier’s effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration.

If your movement causes the barrier to come into contact with a solid object that can’t pass through the cube, you can’t move any closer to that object as long as the barrier remains.

FaceChargesEffect
11Gases, wind, and fog can’t pass through the barrier.
22Nonliving matter can’t pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
33Living matter can’t pass through the barrier.
44Spell effects can’t pass through the barrier.
55Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
60The barrier deactivates.

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

Spell or itemCharges Lost
Disintegrate1d12
Horn of blasting1d10
Passwall1d6
Prismatic spray1d20
Wall of fire1d4
Spell Scroll
Planar Binding

5th-level abjuration Casting Time: 1 hourRange: 60 feetComponents: V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)Duration: 24 hours With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature […]

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.

    STRDEXCONINTWISCHA
    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.

    Actions

    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.

    Legendary Actions

    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.

    created by Wizards of the Coast

Motive
  • Protecting their young

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