mountain

The weather today: Overcast

Tonight's moon: Full moon

Description
  • Loose stones give way beneath your feet
Landscape and flora
  • Conifers stretch upwards
Random encounter
  • A colorful sprite appears and then disappears

Creatures and Threats

Possible Monster Motives
  • Protecting their young
  • Guarding a secret
  • Protecting their home
  • Guarding treasure
  • Controlled by a bigger bad

Loot Suggestions

Mundane
A platinum ring showing two crossed spears

Value: 2d4 platinum

Modest
A statue of Father Montague

A famous cleric in the area.

Worth 800 gold pieces to a collector

Or 400 gold pieces melted down.

Great
A painting by a master: The Acolyte Faces The Dragon

Properly appraised and auctioned this could be worth 10,000 gold pieces

Magic Item
Potion of Poison

Potion, uncommon

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Spell Scroll
Acid Arrow

2nd-level evocation Casting Time: 1 actionRange: 90 feetComponents: V, S, M (powdered rhubarb leaf and an adder’s stomach)Duration: Instantaneous A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at […]

In case you want to terrify your players...

Adult Red Dragon

  • Huge dragon, chaotic evil

    Armor Class 19 (natural armor)
    Hit Points 256 (19d12 + 133)
    Speed 40 ft., climb 40 ft., fly 80 ft.

    STRDEXCONINTWISCHA
    27 (+8)10 (+0)25 (+7)16 (+3)13 (+1)21 (+5)

    Saving Throws Dex +6, Con +13, Wis +7, Cha +11
    Skills Perception +13, Stealth +6
    Damage Immunities fire
    Senses blindsight 60 ft., darkvision 120 ft., passive Perception 23
    Languages Common, Draconic
    Challenge 17 (18,000 XP)

    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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
    Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
    Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 19 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.
    Fire Breath (Recharge 5–6). The dragon exhales fire in a 60‐foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

    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 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) 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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