Mountain Encounters

Mountain Encounters D&D 5e

The Mountain Pass Ambush

Description: As the party traverses a narrow mountain pass, they are ambushed by a group of bandits hiding among the rocks. The bandits demand a toll or attack if met with resistance.

Enemies

Mountain Bandits

  • Various humanoids, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various weapons)

Terrain

This encounter takes place in a precarious mountain pass with steep cliffs and rocky terrain.

Tactics

  • The Mountain Bandits may demand a toll or engage in combat if the party refuses.
  • Using the natural terrain for cover, the bandits attempt to gain the upper hand.

The Rockslide

Description: The party is caught in a sudden rockslide while navigating a treacherous mountain path. They must dodge falling debris and find a way to safety.

Enemies

None

Terrain

This encounter takes place on the mountain path during the rockslide.

Tactics

  • The party must make Dexterity saving throws to avoid falling rocks and debris.
  • They can choose to take cover, find a safer route, or use their abilities to mitigate the danger.

The Abandoned Mine

Description: The party stumbles upon an abandoned mine entrance in the mountains. They can choose to explore its depths or leave it undisturbed.

Enemies

Mine Creatures

  • Various creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place at the entrance of the abandoned mine, surrounded by rocky mountain slopes.

Tactics

  • The party can choose to explore the abandoned mine, encountering mine creatures and uncovering its secrets.
  • The mine may hold valuable resources or hidden dangers.

The Avalanche

Description: A sudden avalanche sweeps down the mountain, threatening to bury the party. They must act quickly to survive.

Enemies

None

Terrain

This encounter takes place on the mountain slopes during the avalanche.

Tactics

  • The party must make Dexterity saving throws to avoid being buried by the avalanche.
  • They can choose to seek shelter, use magic, or attempt to outrun the oncoming snow and debris.

The Mountain Guide

Description: The party encounters a seasoned mountain guide who offers to lead them safely through treacherous terrain for a fee.

Enemies

None

Terrain

This encounter takes place on the mountain slopes, where the mountain guide awaits.

Tactics

  • The mountain guide offers to lead the party through dangerous mountain passages, providing safety and knowledge of the terrain.
  • The party can choose to accept the guide’s offer or continue on their own.

The Hidden Cavern

Description: The party discovers a hidden cavern entrance in the mountains, leading to uncharted depths. They can choose to explore or leave it unexplored.

Enemies

Cavern Creatures

  • Various creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place at the entrance of the hidden cavern, surrounded by rocky terrain.

Tactics

  • The party can choose to explore the hidden cavern, encountering cavern creatures and uncovering its mysteries.
  • The cavern may hold ancient relics, dangers, or a passage to another realm.

The Mountain Storm

Description: A fierce mountain storm descends upon the party, bringing high winds, freezing temperatures, and limited visibility. They must seek shelter or face the elements.

Enemies

None

Terrain

This encounter takes place on the mountain slopes during the raging storm.

Tactics

  • The party must seek shelter, endure the storm, or use magic to protect themselves.
  • Exposure to the elements can lead to exhaustion, hypothermia, or frostbite.

Mountain Encounters D&D 5e

The Mountain Monastery

Description: The party encounters a remote mountain monastery inhabited by reclusive monks. They may offer spiritual guidance, quests, or challenges.

Enemies

Monastery Guardians

  • Various monks, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various martial arts)

Terrain

This encounter takes place within the mountain monastery, surrounded by peaceful gardens and meditation areas.

Tactics

  • The monks may offer spiritual guidance, quests, or martial arts challenges to the party.
  • Completing tasks or challenges can earn the party the monks’ trust and teachings.

The Mountain Temple

Description: The party discovers an ancient mountain temple hidden among the peaks. It may hold relics, divine mysteries, or hidden dangers.

Enemies

Temple Guardians

  • Various guardians, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place at the entrance of the mountain temple, surrounded by stone-carved guardians.

Tactics

  • The party can choose to explore the mountain temple, encountering temple guardians and uncovering its secrets.
  • The temple may hold relics of great power, divine trials, or ancient knowledge.

The Mountain Lake

Description: The party comes across a serene mountain lake surrounded by rocky cliffs. Its depths may hold secrets or mystical properties.

Enemies

Lake Creatures

  • Various creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place at the mountain lake’s edge, with steep cliffs and clear waters.

Tactics

  • The party can choose to explore the mountain lake, encountering lake creatures and seeking its secrets.
  • The lake may have hidden underwater passages, guardian spirits, or unique properties.

The Mountain Riddle

Description: The party encounters a mysterious being atop a mountain peak who challenges them with a riddle. Solving it may grant them a reward or knowledge.

Enemies

Riddle Master

  • Medium Humanoid (any race), neutral
  • Armor Class 15 (robes)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (0) 14 (+2) 12 (+1) 18 (+4) 16 (+3) 14 (+2)

Melee Attack: +2 to hit, 1d6 bludgeoning damage (staff)

Terrain

This encounter takes place on a mountain peak with breathtaking views.

Tactics

  • The Riddle Master challenges the party with a riddle or philosophical question.
  • Solving the riddle may lead to a reward, knowledge, or insight into the world’s mysteries.

The Mountain Goat Herd

Description: The party encounters a herd of mountain goats navigating treacherous cliffs. They may offer guidance or challenges.

Enemies

Mountain Goats

  • Beasts, neutral
  • Armor Class 11
  • Hit Points 15 (2d10 + 4)
  • Speed 40 ft.

Melee Attack: +3 to hit, 1d4 + 1 bludgeoning damage (ram)

Terrain

This encounter takes place on steep mountain cliffs where the goat herd roams.

Tactics

  • The mountain goats may guide the party through perilous mountain paths or challenge them to feats of agility.
  • Completing challenges or befriending the goats may have benefits.

Mountain Encounters D&D 5e

The Avalanche Survivors

Description: The party discovers a group of survivors trapped by an avalanche. They can choose to rescue them or leave them to their fate.

Enemies

Avalanche Survivors

  • Various humanoids, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place in the aftermath of the avalanche, with survivors trapped beneath the snow.

Tactics

  • The party can choose to rescue the avalanche survivors, providing aid, shelter, or guidance.
  • Helping the survivors may lead to alliances, gratitude, or valuable information.

The Mountain Spirits

Description: The party encounters ancient mountain spirits that guard the peaks. They may offer blessings or trials to those who seek them.

Enemies

Mountain Spirits

  • Elemental beings, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (elemental abilities)

Terrain

This encounter takes place on the mountain peaks, where the mountain spirits reside.

Tactics

  • The mountain spirits may offer blessings, trials, or challenges to those who seek them.
  • Completing their tasks may lead to magical boons, elemental allies, or profound knowledge.

The Mountain Dragon

Description: The party encounters a powerful dragon that has made its lair in the mountains. They must choose whether to negotiate, flee, or engage in combat.

Enemies

Mountain Dragon

  • Gargantuan Dragon, chaotic neutral
  • Armor Class 18 (natural armor)
  • Hit Points 256 (19d20 + 57)
  • Speed 40 ft., fly 80 ft.

Multiattack: The dragon makes three attacks: one with its bite and two with its claws. Bite Attack: +9 to hit, 2d10 + 5 piercing damage. Claw Attack: +9 to hit, 2d6 + 5 slashing damage.

Terrain

This encounter takes place within the dragon’s mountain lair, filled with treasure and ancient relics.

Tactics

  • The party can choose to negotiate with the dragon, engage in combat, or attempt to leave peacefully.
  • Confronting the dragon may lead to valuable rewards or a formidable battle.

The Mountain Caverns

Description: The party discovers a complex network of mountain caverns and tunnels. They can choose to explore or face dangers lurking within.

Enemies

Cavern Creatures

  • Various creatures, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place within the intricate mountain caverns, with narrow tunnels and hidden chambers.

Tactics

  • The party can choose to explore the mountain caverns, encountering cavern creatures and discovering hidden passages.
  • The caverns may hold forgotten treasures, traps, or dark secrets.

The Mountain Storm Giant

Description: The party encounters a formidable storm giant dwelling in the mountains. They can choose to seek its wisdom, challenge it, or negotiate.

Enemies

Storm Giant

  • Huge Giant, neutral
  • Armor Class 16 (chainmail)
  • Hit Points 230 (20d12 + 100)
  • Speed 50 ft., swim 40 ft.

Multiattack: The giant makes two greatsword attacks. Greatsword Attack: +14 to hit, 6d6 + 7 slashing damage.

Terrain

This encounter takes place within the storm giant’s mountain abode, which includes chambers and terraces.

Tactics

  • The party can choose to interact with the storm giant, who may offer wisdom, quests, or challenges.
  • Respecting the giant’s power may lead to alliances or unique opportunities.

The Mountain Pass Collapse

Description: The party is navigating a mountain pass when a section of the path collapses, leaving them stranded on a precarious ledge. They must find a way to safety.

Enemies

None

Terrain

This encounter takes place on the precarious ledge of the collapsed mountain pass.

Tactics

  • The party must find a way to safety, whether by climbing, using magic, or seeking help from above.
  • Falling from the ledge can lead to injuries or a deadly fall.

The Mountain Elemental

Description: The party encounters a powerful mountain elemental that guards a sacred peak. They must choose how to approach it.

Enemies

Mountain Elemental

  • Huge Elemental, neutral
  • Armor Class 18 (natural armor)
  • Hit Points 198 (12d12 + 120)
  • Speed 30 ft.

Multiattack: The elemental makes two slam attacks. Slam Attack: +11 to hit, 3d8 + 7 bludgeoning damage.

Terrain

This encounter takes place on the sacred mountain peak, surrounded by mystical energies.

Tactics

  • The party can choose to negotiate with the mountain elemental, engage in combat, or seek its guidance.
  • Pleasing the elemental may grant access to the peak’s hidden secrets.

The Mountain Pass Guardians

Description: The party encounters a group of reclusive mountain guardians who protect the pass. They may offer trials or guidance.

Enemies

Mountain Guardians

  • Various guardians, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place at the mountain pass, where the guardians maintain their vigil.

Tactics

  • The mountain guardians may offer trials, guidance, or challenges to those who seek passage.
  • Completing their tasks may earn the party safe passage and blessings.

The Mountain Refugees

Description: The party encounters a group of refugees fleeing danger in the mountains. They can choose to provide aid or continue on their journey.

Enemies

Refugees

  • Various humanoids, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place on a mountain trail where the refugees are seeking safety.

Tactics

  • The party can choose to provide aid, shelter, or guidance to the refugees.
  • Helping the refugees may lead to alliances, information, or quests related to the mountains.

The Mountain Hermit

Description: The party encounters a reclusive hermit living in the mountains. They may offer wisdom, magical items, or quests.

Enemies

Hermit

  • Medium Humanoid (any race), neutral
  • Armor Class 12 (robes)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.
STR DEX CON INT WIS CHA
10 (0) 12 (+1) 12 (+1) 14 (+2) 18 (+4) 12 (+1)

Melee Attack: +2 to hit, 1d6 bludgeoning damage (staff)

Terrain

This encounter takes place in the mountain hermit’s secluded dwelling.

Tactics

  • The hermit offers wisdom, magical items, or quests related to the mountains.
  • The party can choose to accept the hermit’s guidance, negotiate, or decline.

The Mountain Storm Elemental

Description: The party encounters a furious storm elemental on the mountain peaks. They must choose how to deal with its destructive power.

Enemies

Storm Elemental

  • Large Elemental, chaotic neutral
  • Armor Class 15
  • Hit Points 90 (12d10 + 24)
  • Speed 50 ft., fly 60 ft.

Multiattack: The elemental makes two slam attacks. Slam Attack: +7 to hit, 2d8 + 3 bludgeoning damage.

Terrain

This encounter takes place on the stormy mountain peaks, with winds and lightning.

Tactics

  • The party can choose to negotiate with the storm elemental, engage in combat, or seek a way to calm its fury.
  • Pacifying the elemental may prevent widespread destruction.

The Mountain Hags

Description: The party encounters a coven of mountain hags who offer to reveal hidden knowledge in exchange for a dark task.

Enemies

Mountain Hags

  • Medium Fiends, chaotic evil
  • Armor Class 14
  • Hit Points 71 (13d8 + 13)
  • Speed 30 ft.

Multiattack: The hag makes two claw attacks. Claw Attack: +5 to hit, 1d6 + 3 slashing damage.

Terrain

This encounter takes place within the mountain hags’ lair, filled with eerie artifacts.

Tactics

  • The mountain hags offer to reveal hidden knowledge in exchange for a dark task, such as stealing a soul or committing a sinister act.
  • The party can choose to accept the hags’ offer, negotiate, or confront them.

The Mountain Treasure Trove

Description: The party discovers a hidden treasure trove hidden within the mountain, guarded by magical traps and creatures.

Enemies

Treasure Guardians

  • Various guardians, various alignments
  • Armor Class Varies
  • Hit Points Varies
  • Speed Varies

Melee/Ranged Attack: Varies to hit, Varies damage (various abilities)

Terrain

This encounter takes place within the treasure trove chamber, filled with valuable artifacts and riches.

Tactics

  • The party can choose to explore the treasure trove, encountering treasure guardians and bypassing magical traps.
  • The trove may hold ancient relics, valuable items, or unique artifacts.

The Mountain Fissure

Description: The party encounters a deep fissure in the mountain path, and they must find a way to cross it.

Enemies

None

Terrain

This encounter takes place at the edge of the mountain fissure, with a deep chasm separating the party from their destination.

Tactics

  • The party must find a way to cross the fissure, whether by creating a bridge, using magic, or finding an alternate route.
  • Falling into the chasm can be deadly.

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