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Returning 15 results for 'Otto'.

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Otto

Monsters

Superior Invisibility. As a bonus action, Otto can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment Otto wears or carries is invisible with it

.Limited Telepathy. Using telepathy, Otto can magically communicate with any other faerie dragon within 60 feet of it.Magic Resistance. Otto has advantage on saving throws against spells and other

Otto the Faerie Dragon

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

Otto the Faerie Dragon A violet faerie dragon named Otto was drawn here by the magic that Halaster wove into these caves. Upon discovering Madd­goth’s castle, Otto decided to move in. The faerie

this magical mischief. The faerie dragon would like to get rid of Maddgoth’s homunculus, which has become a troublesome reminder of the castle’s true owner. Otto has defeated the homunculus in physical

S6. North Gate

Compendium - Sources->Curse of Strahd

fail the check, or if the characters open the gates, the guards rouse themselves and stumble forth to confront the trespassers. Otto Belview The gate guards are Otto and Zygfrek Belview, two lawful

willingly. Hanging on the inside wall of each guard post is a net woven from twigs and pine needles, as well as a shovel. Otto and Zygfrek cover themselves with the nets when they skulk through the

17. Main Entrance

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

can’t leave of their own volition. OTTO'S GAME Otto the faerie dragon spends much of its time stalking the castle hallways (areas 18, 28, and 38) and takes regular naps in area 43a. While awake, the

invisible again. Otto is careful about casting spells that require concentration, because it can’t concentrate on the spell and stay invisible at the same time. It normally casts mirror image before

28. Well-Appointed Halls

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

23). Unless the characters have already encountered and defeated Otto elsewhere, the invisible faerie dragon lurks in these halls (see “Otto’s Game”).

45. Alchemist's Laboratory

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

45. Alchemist’s Laboratory Otto removed anything it considered valuable from this chamber but periodically returns to see if it missed anything. If the faerie dragon hasn’t been encountered and

defeated elsewhere, there is a 25 percent chance that it’s here when the characters arrive, in which case the door to the room is open. If Otto is not present, the door is closed and has a silver coin

19. Southwest Storeroom

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

19. Southwest Storeroom A tiny copper coin has been wedged into the door frame and can be spotted with a DC 15 Wisdom (Perception) check. Otto places coins in door frames to keep track of where the

47. Roof and Battlements

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

which Otto the faerie dragon comes and goes from the castle. The trapdoor blends in with the surrounding stonework, and detecting it requires a successful DC 15 Wisdom (Perception) check. Tiny letters

13. Giants' Living Quarters

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

of bat fur to polish amber gemstones. Otto. Otto the faerie dragon shows up to create mischief shortly after the characters arrive. If Speleosa detects intruders in her home, she grabs loose rocks

a passive Wisdom (Perception) score of 17 or higher glimpse the wee dragon for a second before it turns invisible. On subsequent turns, Otto flies back to Madd­goth’s castle. Otto’s spell replaces all

The Castle

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

steel that are spaced 6 inches apart. Maddgoth’s castle is now controlled by Otto the faerie dragon, whose right to ownership is predicated on the argument “I found it and it’s mine and you can’t have

. Madd­goth’s homunculus and Otto the faerie dragon are noteworthy exceptions; use their modified statistics for encounters in the castle.

Areas of the Abbey (S6-S12)

Compendium - Sources->Curse of Strahd

gravediggers, Otto and Zygfrek, and his faithful, two-headed manservant, Clovin. Clovin Belview rings the abbey’s bell (area S17) when the Abbot decides it’s time for dinner. The toll of the bell causes all

44. Wizard's Armory

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

44. Wizard’s Armory This room is locked, its key lost. Otto punched a hole through one of the door’s glass panes to get a look inside but didn’t see anything of interest. Characters who peer inside

41. Northeast Chamber

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

that threatens to do it harm. Halaster feeds the roper regularly so that it doesn’t have to attack out of hunger. Neither Otto the faerie dragon nor Madd­goth’s homunculus is aware that the statue is

S12. Courtyard

Compendium - Sources->Curse of Strahd

mandibles. The quiet is shattered by horrible screams coming from the sheds. If the characters are escorted here by Otto and Zygfrek Belview (area S6), they are asked to wait in the courtyard while the

43. Otto's Den

Compendium - Sources->Waterdeep: Dungeon of the Mad Mage

Otto leaves to torment the stone giants or wander the castle, Madd­goth’s homunculus sneaks in here to trash the place. 43a. “Homunculi Unwelcome” The characters hear crashing sounds as they approach

Otto - Search - D&D Beyond (2024)
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