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Returning 35 results for 'bed been danger constructs resolve'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Memories", "rollDamageType":"psychic"} psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes
except for a faint sulfurous smell. Oblexes use these duplicates to lead prey into danger or to infiltrate settlements so they can feed on superior victims.
Oblexes
By experimenting on the slimes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"psychic"} psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, Oozes, Plants, and
lead prey into danger or to infiltrate settlements so they can feed on superior victims.
Oblexes
By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind
Elf
Legacy
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races
Basic Rules (2014)
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
from the constructs’ tail stingers.
Arbalests. A dozen arbalests (use quadrone statistics) flit around the arch. Each arbalest resembles an oversized repeating crossbow with mechanical wings and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
from the constructs’ tail stingers.
Arbalests. A dozen arbalests (use quadrone statistics) flit around the arch. Each arbalest resembles an oversized repeating crossbow with mechanical wings and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
from the constructs’ tail stingers.
Arbalests. A dozen arbalests (use quadrone statistics) flit around the arch. Each arbalest resembles an oversized repeating crossbow with mechanical wings and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K50. Guest Room A large bed sits in the center of this room, its four corner posts supporting a black canopy trimmed with gold tassels. Several comfortable divans are placed about the room. There is
a banded door in the west wall and a smaller unbanded door in the east wall. There is no danger in this area during the day. But if the characters try to take a short rest here during the night, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K50. Guest Room A large bed sits in the center of this room, its four corner posts supporting a black canopy trimmed with gold tassels. Several comfortable divans are placed about the room. There is
a banded door in the west wall and a smaller unbanded door in the east wall. There is no danger in this area during the day. But if the characters try to take a short rest here during the night, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K50. Guest Room A large bed sits in the center of this room, its four corner posts supporting a black canopy trimmed with gold tassels. Several comfortable divans are placed about the room. There is
a banded door in the west wall and a smaller unbanded door in the east wall. There is no danger in this area during the day. But if the characters try to take a short rest here during the night, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
characters make a greater impact on the world, they face greater danger whether they want to or not. Powerful factions see them as a threat and plot against them, while friendly ones court their favor in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
characters make a greater impact on the world, they face greater danger whether they want to or not. Powerful factions see them as a threat and plot against them, while friendly ones court their favor in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the bed is Gertruda (NG female human commoner), the daughter of Mad Mary (see chapter 3, area E3). Gertruda is oblivious to any danger to herself—especially from Strahd, who has charmed her. Sheltered
danger to herself and others. Fortunately for her, Strahd has not yet bitten her, though he intends to. (If he can do so while the characters look on helplessly, so much the better.) Next to the bed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the bed is Gertruda (NG female human commoner), the daughter of Mad Mary (see chapter 3, area E3). Gertruda is oblivious to any danger to herself—especially from Strahd, who has charmed her. Sheltered
danger to herself and others. Fortunately for her, Strahd has not yet bitten her, though he intends to. (If he can do so while the characters look on helplessly, so much the better.) Next to the bed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the bed is Gertruda (NG female human commoner), the daughter of Mad Mary (see chapter 3, area E3). Gertruda is oblivious to any danger to herself—especially from Strahd, who has charmed her. Sheltered
danger to herself and others. Fortunately for her, Strahd has not yet bitten her, though he intends to. (If he can do so while the characters look on helplessly, so much the better.) Next to the bed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hopes of striking a useful alliance. The tiers of play represent the ideal milestones for introducing new world-shaking events to the campaign. As the characters resolve one event, a new danger arises
characters make a greater impact on the world, they face greater danger whether they want to or not. Powerful factions see them as a threat and plot against them, while friendly ones court their favor in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
, the ship’s crew suffers disadvantage on all quality checks. Enchantment Storms infused with enchantment magic disarm a creature’s sense of danger, enthralling mariners and causing them to speed into
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
, the ship’s crew suffers disadvantage on all quality checks. Enchantment Storms infused with enchantment magic disarm a creature’s sense of danger, enthralling mariners and causing them to speed into
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
, the ship’s crew suffers disadvantage on all quality checks. Enchantment Storms infused with enchantment magic disarm a creature’s sense of danger, enthralling mariners and causing them to speed into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smells of cheap spices. A large fireplace dominates the west wall. A bed of hot coals fills the hearth with smoke and orange light. Suspended above the coals is a covered iron cauldron.
Duergar Cook. An
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smells of cheap spices. A large fireplace dominates the west wall. A bed of hot coals fills the hearth with smoke and orange light. Suspended above the coals is a covered iron cauldron.
Duergar Cook. An
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deep Gnomes Deep gnomes, or svirfneblin, are the pragmatic and often grumpy cousins of the gnome family, who live deep underground. The Underdark is full of danger, meaning that deep gnomes spend
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smells of cheap spices. A large fireplace dominates the west wall. A bed of hot coals fills the hearth with smoke and orange light. Suspended above the coals is a covered iron cauldron.
Duergar Cook. An
resolve!” A lesser restoration spell or similar magic restores Lorga’s sight. He offers no thanks to whoever rids him of the disability. As dour and pessimistic as any other duergar, he quickly finds
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deep Gnomes Deep gnomes, or svirfneblin, are the pragmatic and often grumpy cousins of the gnome family, who live deep underground. The Underdark is full of danger, meaning that deep gnomes spend
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Deep Gnomes Deep gnomes, or svirfneblin, are the pragmatic and often grumpy cousins of the gnome family, who live deep underground. The Underdark is full of danger, meaning that deep gnomes spend
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
unlocked. Inside they find a bed, a fireplace, a table set with cook’s utensils and a spyglass, a chair, a large handbell, and a bookcase full of novels about adventure. This hut belongs to Callana Devro
, who was killed in Salt Cave. A character who searches the bed finds a book beneath the pillow called Sea Devils, which contains all the information about sahuagin found in the Monster Manual. A huer
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
unlocked. Inside they find a bed, a fireplace, a table set with cook’s utensils and a spyglass, a chair, a large handbell, and a bookcase full of novels about adventure. This hut belongs to Callana Devro
, who was killed in Salt Cave. A character who searches the bed finds a book beneath the pillow called Sea Devils, which contains all the information about sahuagin found in the Monster Manual. A huer
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
unlocked. Inside they find a bed, a fireplace, a table set with cook’s utensils and a spyglass, a chair, a large handbell, and a bookcase full of novels about adventure. This hut belongs to Callana Devro
, who was killed in Salt Cave. A character who searches the bed finds a book beneath the pillow called Sea Devils, which contains all the information about sahuagin found in the Monster Manual. A huer
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
lovers through unimaginable danger and save them from fates worse than death — which is more likely to involve a forced marriage to someone who doesn’t love them than being eaten by an impossibly
, lattice-covered windows, causing the potted plants to sway gently. The headboard of the master bed is fantastically carved in motifs suggestive of the merchant’s business. Connected rooms contain a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
north wall, an oval mirror mounted above it, and an oval rug on the floor. Against the west wall, half hidden behind curtains of cobwebs, is a bed sized for a young child, a rocking chair, a shelf lined
twigs and straw.
Two wooden bed frames stand against the north wall. Built into the window box between them is a wooden storage trunk sealed with a rusty padlock. Other furnishings in the room include






