The weather today: Light wispy clouds
Tonight's moon: Waxing gibbous
- You can feel the heat of the sand through your boots
Landscape and flora
- Sand dunes shift in front of you
- You hear a distant whistling
Creatures and Threats
Common Fauna in the Area
Monsters and others
Possible Monster Motives
- Protecting their home
- Possessed by an evil
- Controlled by a bigger bad
- Enthralled by a magic item
- Protecting territory
A tiara displaying a falcon
Value: 4d4 gold
Two silver candle sticks wrapped in butcher paper
Worth 120 gp
A giant huntsman’s bow
Designed to bring down trolls and hill giants during the Bone Wars.
Crafted by Milliarde Gustave, the legendary weaponsmith.
Can only be handled by a medium-sized character 5’10” or taller with a strength of 14 or higher.
Damage 2d12. Range 200/800. Heavy. Two-handed.
Value: 400 gold pieces
Note: must find a fletcher to fashion longer, thicker arrows than a standard longbow.
Macwindle Foe’s Four Eyes
The actual four eyes of Macwindle Foe preserved in two vials of gelatinous goo.
Worth 10,000+ gold or almost any amount of favors to the right, greedy, evil archmage. An evil archmage might also happily part with any legendary or lesser magic item in their possession to own these eyes.
2nd-level divination Casting Time: 1 actionRange: SelfComponents: V, S, M (a forked twig)Duration: Concentration, up to 10 minutes Describe or name an object that is familiar to you. You sense the direction to the object’s location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its […]
In case you want to terrify your players...
Ancient Blue Dragon
Gargantuan dragon, lawful evil
Armor Class 22 (natural armor)
Hit Points 481 (26d20 + 208)
Speed 40 ft., burrow 40 ft., fly 80 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 Perception +17, Stealth +7
Damage Immunities lightning
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 27
Languages Common, Draconic
Challenge 23 (50,000 XP)
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 plus 11 (2d10) lightning 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.
Lightning Breath (Recharge 5–6). 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.
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
- Protecting their home
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