Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'beast building diffusing contain relate'.
Other Suggestions:
beast buildings diffusing certain relative
beast buildings diffusing certain release
beast buildings diffusing certain relay
beast binding diffusing certain relative
beast binding diffusing certain release
Monsters
Forgotten Realms: Adventures in Faerûn
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep dragons lair in fungus
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful
Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the
Backgrounds
The Wild Beyond the Witchlight
with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can
understand, even if the Feywild visitor can’t speak that language normally.
Feywild Visitor
d8
Visitor
1
Awakened creature (a Beast or an ordinary plant that has had the awaken
Backgrounds
Guildmasters’ Guide to Ravnica
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
stole something valuable.
8
I found a baby beast and sold it to a Rakdos wrangler who remains grateful to me.
9
A Selesnya druid and I share an interest in the same garden, and we have
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
financial or sentimental value to the host dragon are stored away in the protected hoard, these tastefully appointed visitors’ chambers contain lesser treasures from inaccessible or storied locales
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
confront not only the savagery of the bestial creatures of the world, but also the beast within — the rage and fury that lies in their own hearts. A campaign exploring the insatiable thirst for power
revealed to relate to a larger plot in the campaign. If most of your adventures are dungeon expeditions, shift gears with a tense urban mystery that eventually leads the party into a dungeon crawl in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar
10–14 Malevolent townsfolk
15–16 Thieves
17–18 Trapped beast
19–20 Walking wounded
Building Collapse A damaged building collapses twenty feet away from you. The
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The chapter opens with optional rules meant to help you run certain parts of the game more smoothly. The chapter then goes into greater depth on several topics — encounter building, random encounters
, traps, magic items, and downtime — which largely relate to how you create and stage your adventures. The material in this chapter is meant to make your life easier. Ignore anything you find here that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Desecrated Sanctuary This windowless stone building was set aside for cult initiates. The building has lighting and plumbing (see the “Lighting and Plumbing” sidebar). 23a. Hall of Prayer Boars
tapestry depicts a wilderness battle between primitive human hunters and one or more monsters, including a unicorn, a displacer beast, an owlbear, a pack of worgs, and a griffon. Casting a mending cantrip
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hardwood, and the earthy scent of old books permeates the air. The library fills two floors of this three-story building, and it somehow seems to contain more shelves than the building should be able
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
learning skills they can put to use when building forts to contain their offspring. Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to
building structures and fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sizzling streams of acid flow down the streets. Villagers rush about, shouting for loved ones and struggling to contain the damage.
Near the shore, flames leap from the windows of a low-roofed building
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
The Yawning Portal The Yawning Portal is a famous inn and tavern located in the Castle Ward of Waterdeep. Adventurers can meet all sorts of colorful characters here. The place is a stone building
information about this entrance to Undermountain can be found in Waterdeep: Dungeon of the Mad Mage. The upper floors of the Yawning Portal contain comfortable, nicely appointed rooms for guests. Durnan, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Animal Cloisters The cultists of Malar kept various beasts here under lock and key. None of the building’s stone doors is currently locked, however. The building has lighting and plumbing (see
dozen empty iron birdcages. Countless old feathers lie strewn across the dusty floor. 24c. Beast Cages This room contains six empty iron cages, each 5 feet on a side and secured with a rusty padlock. A
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
bright yellow lead inside, and a short fence protects the building from impacts from gear sent flying from the field.
The doors to these sheds are locked, but Rosie has the key, as do several faculty
contain stacks of outdated gymnastics uniforms. However, a cloak of displacement lies forgotten at the bottom of one chest. If the characters try to find the cloak’s owner, Rosie or any faculty member
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
table to determine what kind of building it is. Each building’s occupants took everything of value before fleeing Little Lockford, leaving nothing of value for characters to find. Buildings of Little
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caves of Hunger Locations (H22-H31) H22. Borehole This cave might contain a psychic haunting (see “Psychic Hauntings”). This thirty-foot-high cave has exits to the north and south. Along the western
warm, a pool’s surface freezes over in 1 hour. After 24 hours, the pool is frozen solid. H25. Empty Side Caves Although these caves are empty, one or both of them might contain a psychic haunting (see
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
port’s operations and taxation from a small, heavily fortified brick building set well apart from other structures. The port itself is a tangle of piers, floating docks, and anchorages, from the massive
such disappearances are the result of local shore-based pirates, others speak of Ol’ Cholms, a mysterious sea beast capable of dragging ships down to the river’s lightless bottom.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
port’s operations and taxation from a small, heavily fortified brick building set well apart from other structures. The port itself is a tangle of piers, floating docks, and anchorages, from the massive
such disappearances are the result of local shore-based pirates, others speak of Ol’ Cholms, a mysterious sea beast capable of dragging ships down to the river’s lightless bottom.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with
steeds, but a wide range of Valenar beasts bond with non-elves. As a starting character, you might not have established a connection to a Valenar beast. If you return to Valenar later in your adventuring career, perhaps you will find your bondmate.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure, virtually anything can happen in or around it. Fortified Outpost Features This outpost, as shown on map 4.5, is a simple building holding barracks, officers’ quarters, and storage areas encased
surges of lightning, hurl fireballs, or otherwise send devastating munitions at approaching enemies. A basement area is dedicated to storage, including holding cells to contain prisoners of war while they
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
easily traversable but devoid of significant features or creatures): Building Ceilings. The ceiling of Wiltroot Hall (area W1) is 40 feet high. The ceilings of the observation huts (areas W2, W7, W9, W10
, and W14) are 10 feet high. Building Doors. The doors to Wiltroot Hall (area W1) and the observation huts (areas W2, W7, W9, W10, and W14) are unlocked. Swampy Stinkbrush. The areas surrounding the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kyrzin, the daelkyr Prince of Slime, keeps a gibbering mouther in the basement and feeds their elders to this creature, believing their voices can still be heard in the whispers of the beast. 4 A cult of
An arcane think tank has become a cult of Sul Khatesh; the members believe they can heal the damage of the Mourning, but the eldritch machine they are building will surely cause more horror. 8 A cult
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
where food, water, farmland, and building materials are abundant. A civilized province roughly 50 miles across might have one city, a few rural towns, and a scattering of villages and trading posts. An
uncivilized area might have a single trading post that stands at the edge of a wild frontier, but no larger settlements. In addition to settlements, a province might contain ruined villages and towns
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
A single-story guesthouse sits on the cliff above the hot spring and gardens. This building is empty unless Asteria and Euryale are hosting friends or wayward travelers there. The guesthouse has a
Many Things gathered from around the multiverse. Some of these decks are incomplete or contain unusual cards; a few take alternative forms, such as a die with twenty-two sides or a collection of twenty-two runestones.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discovered a beating heart that filled an entire room, pumping blood through veins in the walls of the building. According to Allis, the staff claimed to be “creating the heart of Galifar,” apparently
serve the demon overlord Sul Khatesh in exchange for secrets of magic. In the Mror Holds, dwarf clans bargain with Dyrrn the Corruptor to gain symbionts and sinister gifts. The Shadow Marches contain
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at
Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it) 2 Centaur 3 Dryad 4 Faerie dragon 5 Pixie 6 Satyr 7 Sprite 8 Unicorn Feature: Feywild Connection Your mannerisms
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Stonecutters, Masons, Potters, and Tile-makers This meeting is a formality. As the new owner, Esvele is required by law to bring the building up to code. She is gathering cost estimates from the guilds
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
ignorance is an intentional part of the dungeon’s security structure. If given time, however, she can confirm Doomvault lore that the characters learn. Syranna can relate the following information to
Doomvault, but hasn’t discovered how to access it. The rebels will use their power to stop magical communications to the outside and contain any enemies who escape from the Doomvault. They’ll make sure that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
within the burial chamber at the end of the hall, except vague details of the stone bier and the Elk beast altar at the bier’s head. Burial Chamber When the characters can see the burial chamber better
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
captured beast as a subject for the priest’s medical experiments. Many healing pools are in remote locations that are difficult to reach, such as hot springs at the top of a volcano or tidal pools on a
monster-infested island. A priest of Pharika, often a medusa, usually watches over the pool. The priest’s chambers are often in a building or a cave near the pools. Such places are part living
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
by the door of this large building shows the faded image of a workhorse holding a flagon of ale. The building is sagging and dilapidated, but it is more intact than the ruins across the road.
Six
ash zombies (see the “Ash Zombies” sidebar) lurk in the shadows in this building, slumped against the walls or under the bar. When living creatures enter, the zombies groan and stir, slowly climbing to






