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Returning 35 results for 'bad beneath diffusing crawling reside'.
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recreate the victim in its Deepest Hive. No one knows what Valaara wants, but its minions could be all around you even now, crawling in your walls and moving beneath your feet.
Chitin Consciousness
Initiative count, and it obeys Valaara.Valaara is known as the Crawling Queen, the Watcher in the Walls, and the Keeper of Worms. It’s said that you can hear Valaara’s voice in the rustling
Monsters
Eberron: Rising from the Last War
decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of
; (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows.
Hollow Structure. Although it can operate without a crew, a warforged colossus
Backgrounds
Guildmasters’ Guide to Ravnica
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
conclave has a deeper connection to the Worldsoul than I do.
6
I’m trying to atone for the life of crime I led before I joined the Selesnya, but I find it hard to give up my bad habits
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
crawling masses of maggots or insects. At least one or more of the characters should wake in a cold sweat from these nightmares after every rest, feeling as though something is out there in the dark
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
crawling masses of maggots or insects. At least one or more of the characters should wake in a cold sweat from these nightmares after every rest, feeling as though something is out there in the dark
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Bad Dreams The characters’ sleep in the slave pen is troubled and fitful, filled with strange dreams and disturbing images. Dark shadows seem to move and reach out toward them as the characters
crawling masses of maggots or insects. At least one or more of the characters should wake in a cold sweat from these nightmares after every rest, feeling as though something is out there in the dark
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Aurinax Aurinax is a male adult gold dragon who can freely ignore Ahghairon’s dragonward (see “Ahghairon’s Dragonward,” in the Introduction) and reside in the city. Maaril, the archmage who last
terms, Aurinax could keep the dragonstaff of Ahghairon in exchange for guarding a vault beneath the city. When Neverember eventually removed the treasure from the vault, Aurinax and the dragonstaff could
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a vibrant city-state with a deep appreciation for art and tradition. It rests on a plateau beneath the Heavenly Peaks, a bulwark of rugged, snow-capped mountains that have protected their lands for
centuries. Though most inhabitants reside in the city or the surrounding hills, more stalwart folk brave the Burning Dunes, where kenku scavengers scour the ruins of old civilizations and rocs soar
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a vibrant city-state with a deep appreciation for art and tradition. It rests on a plateau beneath the Heavenly Peaks, a bulwark of rugged, snow-capped mountains that have protected their lands for
centuries. Though most inhabitants reside in the city or the surrounding hills, more stalwart folk brave the Burning Dunes, where kenku scavengers scour the ruins of old civilizations and rocs soar
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Aurinax Aurinax is a male adult gold dragon who can freely ignore Ahghairon’s dragonward (see “Ahghairon’s Dragonward,” in the Introduction) and reside in the city. Maaril, the archmage who last
terms, Aurinax could keep the dragonstaff of Ahghairon in exchange for guarding a vault beneath the city. When Neverember eventually removed the treasure from the vault, Aurinax and the dragonstaff could
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Aurinax Aurinax is a male adult gold dragon who can freely ignore Ahghairon’s dragonward (see “Ahghairon’s Dragonward,” in the Introduction) and reside in the city. Maaril, the archmage who last
terms, Aurinax could keep the dragonstaff of Ahghairon in exchange for guarding a vault beneath the city. When Neverember eventually removed the treasure from the vault, Aurinax and the dragonstaff could
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sinister Sinkhole After another 10 minutes of travel, another tremor shakes the ground. This time, the tremor causes a 10-foot-square, 10-foot-deep sinkhole to open beneath Lady Dre’s wagon (or a
would be mindful of sinkholes or unstable ground after the previous tremor have advantage on this saving throw. Any creature at the bottom of the hole finds they’re not alone. Four crawling claws
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sinister Sinkhole After another 10 minutes of travel, another tremor shakes the ground. This time, the tremor causes a 10-foot-square, 10-foot-deep sinkhole to open beneath Lady Dre’s wagon (or a
would be mindful of sinkholes or unstable ground after the previous tremor have advantage on this saving throw. Any creature at the bottom of the hole finds they’re not alone. Four crawling claws
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a vibrant city-state with a deep appreciation for art and tradition. It rests on a plateau beneath the Heavenly Peaks, a bulwark of rugged, snow-capped mountains that have protected their lands for
centuries. Though most inhabitants reside in the city or the surrounding hills, more stalwart folk brave the Burning Dunes, where kenku scavengers scour the ruins of old civilizations and rocs soar
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
called Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath the waves. Those from Thay summon foul undead beings to do their bidding, and even
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sinister Sinkhole After another 10 minutes of travel, another tremor shakes the ground. This time, the tremor causes a 10-foot-square, 10-foot-deep sinkhole to open beneath Lady Dre’s wagon (or a
would be mindful of sinkholes or unstable ground after the previous tremor have advantage on this saving throw. Any creature at the bottom of the hole finds they’re not alone. Four crawling claws
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
called Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath the waves. Those from Thay summon foul undead beings to do their bidding, and even
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
called Turmish and Thay are at war. This conflict has become so violent and strange that it’s even spread beneath the waves. Those from Thay summon foul undead beings to do their bidding, and even
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
War in the Streets Beneath the city streets lurks a criminal underworld, its leader a beholder called Xanathar. Hoping to gain a political foothold in Waterdeep, agents of the Zhentarim (also known
the bad blood between the Zhentarim and Xanathar has begun to spill into the streets, threatening peace throughout the city. Who actually stole the Stone of Golorr? The answer: a rock gnome named
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
War in the Streets Beneath the city streets lurks a criminal underworld, its leader a beholder called Xanathar. Hoping to gain a political foothold in Waterdeep, agents of the Zhentarim (also known
the bad blood between the Zhentarim and Xanathar has begun to spill into the streets, threatening peace throughout the city. Who actually stole the Stone of Golorr? The answer: a rock gnome named
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
War in the Streets Beneath the city streets lurks a criminal underworld, its leader a beholder called Xanathar. Hoping to gain a political foothold in Waterdeep, agents of the Zhentarim (also known
the bad blood between the Zhentarim and Xanathar has begun to spill into the streets, threatening peace throughout the city. Who actually stole the Stone of Golorr? The answer: a rock gnome named
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some respects this area has never truly deserved its bad reputation. Yes, aside from the Field Ward, this is the area where most of Waterdeep’s poor reside. Yes, it is home to some of the least
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
makes good people bad and bad people worse. In its mean streets, gritty detectives contend with corrupt law officers while trying to foil the efforts of merciless gangs and monstrous thugs. In the highest
be a place of unrelenting action, ranging from soarsleds speeding between the towertops to confrontations in the dungeon depths far beneath the city’s lowest tier. Fallen angels, sinister shapeshifters






