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Monsters
Storm King's Thunder
Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his arms, chest, back, and head. When Goldenfields suffers
, so does his business, so he takes strides to protect the compound.
Ideal: “As does the Emerald Enclave, I believe that civilization and the wilderness need to learn to coexist.”
Bond
Tortle
Legacy
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Species
The Tortle Package
, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and
and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and set out on their own.
tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
: “Right after the explosion, I ducked behind a rain barrel. Then I heard a ‘plop’ and found this in the barrel.” Martem produces a necklace of fireballs with two beads remaining and a broken clasp. As
it fled across a rooftop, the nimblewright accidentally yanked on the necklace, which came off, fell to the roof, slid off the edge, and plopped into the rain barrel next to Martem. He doesn’t know
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X26. Secret Alcove Two secret doors lead to this room. When either door is pulled open, read: Hundreds of skulls fall out of a cavity behind the door. This room has a 30-foot-high ceiling and is
cleared away, characters can search the room. Attached to the thirty-foot-high ceiling of this dark sepulcher is an upside-down iron chest with a barrel-shaped lid. The iron chest on the ceiling is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
strands forms a kind of fence around a sprawling compound of structures laid out on the plateau at the top of Menzoberranzan’s great cavern. Dozens of massive stalagmites and stalactites have been carved
and shaped into towers, girded with balconies and walkways, and connected with delicate-looking ramps and bridges. All the compound is lit with blazing light in pale shades of violet, green, and blue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Unkh’s Shrine Swirly carvings decorate two obelisks at the entrance to this compound. An overgrown courtyard lies under the shade of tall palms. Stone doors seal the entrance to a windowless
clubs. Along the walls, six iron keys hang in small niches above stone plinths. Behind the statue, a carved pedestal in a wide alcove has a keyhole set into its base.
The statue is 9 feet tall and
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. Mystery Monster There used to be twenty-two gnomes living in the caves, but a mimic devoured two gnomes — named Orryn and Warryn — in the past tenday. The creature is currently disguised as a barrel in
trace behind and relocating after each kill. It won’t leave Gnomengarde of its own accord, as it’s taken a liking to the taste of gnome flesh. If you want a more interesting antagonist, make the mimic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
four-poster bed near the south wall. (Tucked under a moldy pillow is a jar filled with the night hag’s dirty toenail clippings, which the hag uses to weave evil magic.)
Dolls. Behind the bed
. Next to this table is a wooden barrel that holds humanoid body parts in various stages of decay.
Hanging Corpses. Four mostly intact human corpses are hanging from hooks mounted to the south wall
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
male and female humans of mixed ethnicity), a hired mage (N male or female Illuskan human), ten scouts (N male and female humans of various ethnicities) hidden behind arrow slits, and thirty well
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Tashlutans claim to have some amount of skill with personal prognostication. One of the most notable sights in Tashluta, the House of the All-Seeing Orb is an immense compound dedicated to the study of
carrying tomes or mysterious-looking magic devices, bustle about the immense compound. The largest building is patterned with inscribed eyes. A larger, more detailed eye is carved above the building’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
4. Shagambi’s Shrine A ruined shrine stands at the heart of this walled compound. Tall monoliths flank the entrance, decorated with images of a jaguar with six snakes sprouting from its shoulders. A
weapon is missing. On the far side of the chamber, a stone pedestal stands conspicuously bare. A relief on the wall behind it shows a monstrous jaguar with six snakes protruding from its shoulders
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
the guard willingly allow strangers to enter the house he protects. Each hovel is configured similarly to Kasimir’s hovel. All are currently unoccupied. (Except for the nine guards left behind to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, 1 otyugh The hill giant and otyugh remain here. 16 1 hobgoblin, 2 goblins The hobgoblin climbs the ladders behind the smithy and heads to area 7. The goblins stay here and attempt to hide. Grudd
potatoes 71–80 1 hobgoblin warlord mounted on a wyvern, which lands on the rocky outcropping by area 1 81–90 3d6 Iceshield orcs and 1 Iceshield orc war chief, who travel downriver on two rafts 91–00 1d4 + 1 male hill giants, each carrying a basket of dead fish, a barrel of pickles, or a block of sugar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
representatives around) in exchange for an equal share of whatever treasure it might contain. She and the characters have each other over a barrel. She can’t have them arrested for burglary without the authorities
the door to area O5. She uses thieves’ tools instead. Path to the Vault The entrance to the vault is hidden behind a secret door in the north wall of area O5. The secret door was crafted by skilled
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
equipment remains. The ropes and nets are salvageable, as are the contents of the barrels. Barrels. The characters must use a crowbar or similar tool to pry open a frozen barrel. The first barrel
contains a hooded lantern, three flasks of oil, five bars of lime soap, and three sets of manacles. The second barrel holds ten torches. D8. Captain’s Cabin The aft castle is taken up by one spacious
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins that are still inside the compound, and they flee back toward the wall. During this time, inexplicably, Lob and Ogg decide to climb over the wall and enter the compound rather than flee, while the
other four hill giants regroup with the ogres and goblins lurking outside Goldenfields. The giants leave behind their greatclubs, since they can’t climb the walls with their clubs in hand. A handful
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
open each door. If he succeeds in opening the doors, he leaves them open behind him. Treasure. Nilraun wears a wolf fur cloak (worth 25 gp), wields a wand of fireballs, and has a spell scroll of sending
room is strewn with gnawed mammoth bones. A frost-covered barrel in the southwest corner contains dead fish. The winter wolves that normally sleep here are encountered in area 1G. 1G. Throne Room
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
brute in black scale armor emerges from the inn. Holding a barrel of fish under one arm, the hulking figure fills her mouth with a fistful of wriggling fish.
From behind her, two reptilian soldiers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of rock. If the miners notice the party, they attack, letting their enlarged allies barrel in first. 18d. Overseer This section of the mine has been depleted of mithral and iron ore. It contains the
riding behind Stalagma on the gorgon.)
Xorn. Three xorn under Stalagma’s command are gathered around a broken mine cart filled with coins.
Stalagma is Valtagar Steelshadow’s beloved mate, and only
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-sized chunks of copper ore (50 gp worth of copper per barrel), and the remaining six each have one ghoul crammed inside. Disturbing any of these barrels causes all six ghouls to burst forth and attack
uses its next action to try to calm the golem. While attempting to calm the golem, the skull can’t electrify the floor. 7d. Mining Woes Three ghasts hunker down behind the door leading into this room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for the Lords’ Alliance today, and she rarely turns down a chance to earn a little extra coin on the side. Each dawn, she tosses a barrel of fish and a cask of whiskey into the sea as offerings to
behind. The kobolds are happy to stay with the goliaths, but the goliaths quickly dispose of the undead ones.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Persuasion) check. The giant carries a 2-foot-long iron key that unlocks the iron trunk in area 16B. 13. Overseer’s Office The room to the south of the dressing mill contains a basalt table, a barrel of
torture, a large cask of dwarven ale, a barrel of fresh water, and a wooden trunk bound in iron and fitted with an iron padlock. The trunk is 9 feet tall, 12 feet long, and 8 feet wide, and it weighs 750
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
before. In fact, the statuette is an actual chwinga that turned to stone when it died. Its killers are still in the room, hiding behind chairs: three Icewind kobolds (see appendix C) named Holgi, Snorp
area, the kobolds cower behind chairs and petition the characters for help in escaping the lodge. If the characters oblige, the kobolds stay with the characters until they’re outdoors, whereupon the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
project, especially recent ones, fetch a high price with opposing factions. Unsurprisingly, the underground compound is heavily defended. Within the campus lies a thrumming portal to Ysgard, a plane where
and one or two other high-ranking members. However, speakers sometimes delegate their time behind the podium to an eloquent representative whom they trust to represent the faction’s interests. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
M38). M27: Storeroom This storeroom contains three wooden crates and three upright wooden barrels. Leaning in the northeast corner behind one of the barrels are a pair of wooden oars, a pair of
fishing poles, and a silver-tipped spear. Three doors lead to other locations, while a narrow hallway stretches westward.
Each barrel contains 2d20 gallons of fresh water, and each crate holds 3d10 flasks
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
take 13 (3d8) thunder damage and have the deafened condition for 1 minute. The echo then dissipates and doesn’t compound. Whispers of Fate. The magic of the Feywild whispers into the cavern, offering
nearly solid, and it blocks the tunnel except for a 1-inch gap on either side. The waterfall is 5 feet thick. A creature that looks through it with a light source can make out a passage hidden behind
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
. Containers and Wagons. The barrels and crates hold food and digging supplies. A creature hiding behind a crate or barrel has Half Cover against attacks. A creature hiding behind a covered wagon has
the temple’s southern-facing end and make a DC 12 Wisdom (Perception) check. On a successful check, the character notices black cloth behind the rubble between the western wall of area T3 and the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Near the oven is a well-stocked pantry.
The kitchen is area D4a, while the pantry is area D4b. Dumbwaiter. Behind a small door in the southwest corner of the kitchen is a dumbwaiter—a 2-foot-wide
this room. Secret Door. A secret door behind a bookshelf in the southeast corner of the room can be opened by pulling on a switch disguised as a red-covered book with a blank spine. A character
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
odd-looking construct with an even more oddly placed spigot at the base of its barrel-shaped body. A gnome dressed in garishly colorful clothes sits on a stool nearby, his eyes blank. Another gnome
trait from functioning. Treasure. If the characters force Hoobur to flee, the gnome leaves a number of valuables behind. The equipment in the lab amounts to alchemist’s supplies, carpenter’s tools, a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
hide behind them. If they keep watch, the characters can take a short or long rest here without being disturbed. If the characters use Zikran’s Zephyrean Tome to consult with Gazre-Azam, the djinni
holds a cannon mounted on a swivel. A dull blue glow emanates from the inside of the cannon’s barrel.
In the middle of the room is a glimmering white crystal, eight feet tall and four feet wide. It
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
elemental fire are pyromaniacs who were obsessed with flame as children, but there’s a grain of truth behind the stereotype. Eternal Flame cultists are fascinated with fire of all sorts and sometimes
stare into a torch for several minutes, carefully studying each flicker of flame. Many have an experimental streak, eager to see what happens when something — a barrel of pitch, a hunter’s cabin, an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
barrels. The Martikovs store their wine here. Tucked behind red curtains are three alcoves, each one containing a half-emptied wine barrel lying on its side in a wooden brace. Twelve empty wine barrels
can be barred shut from within. Mounted on braces and tucked into alcoves behind the bar are three wine barrels, each one three-quarters empty. Two of the barrels contain Purple Grapemash No. 3 (a cheap
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
piled high with treasures left behind by those who tried—and failed—to best him in a deal. Phlegethos Phlegethos, the fourth layer, is a fiery landscape whose seas of molten magma brew hurricanes of hot
shells of empty fortresses, and swarms of hungry flies. The archduke of Maladomini is Baalzebul, the Lord of Flies. He is a tall, powerful devil with the compound eyes of a fly. The archduke has long






