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Returning 35 results for 'bed both down carries return'.
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Monsters
Candlekeep Mysteries
Crane is tall and slender. He is exceptionally handsome, with neat silver hair and deep green eyes, and carries himself with the grace of a dancer.
A strip of cloth was torn from the left sleeve of
.”
Flaw. “The monks of my old temple know my shameful history. I can never return.”Poison, Psychic
Monsters
The Wild Beyond the Witchlight
Superior Invisibility. As a bonus action, Sir Talavar can magically turn invisible until his concentration ends (as if concentrating on a spell). Any equipment Sir Talavar wears or carries is
atop Telemy Hill, not too far from Slanty Tower.
Sir Talavar explains that he must be set free so that he can return to his queen and report the news that Zybilna has been overthrown by the
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you
had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0
Monsters
Locathah Rising
assume the beast's hit points and Hit Dice. When Amble reverts to their normal form, they return to the number of hit points they had before they transformed. However, if Amble reverts as a result of
dropping to 0 hit points, any excess damage carries over their normal form.
Amble can't cast spells, and their ability to speak or take any action that requires hands is limited to the capabilities of
Spells
Lost Laboratory of Kwalish
You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an
removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest
Backgrounds
Baldur’s Gate: Descent into Avernus
superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
Feature: Discovery
The quiet seclusion of your extended
past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society.
Work with your DM to
Backgrounds
Baldur’s Gate: Descent into Avernus
regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct line of communication with Flaming Fist officers and
regular patrol in the Upper City or take a regular shift at its gates, and must report for training in the Watch Citadel once every ten days. In return, you have access to the Citadel and a direct line of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort.
Treasure Talis keeps a
locked chest in this room and she carries the only key. It can also be opened by a character using thieves’ tools with a successful DC 21 Dexterity check. When opened, light spills out from the +1 chain
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
18. Talis’s Bedchamber An enormous bed is covered in a soft burgundy bedspread, and a fire crackles in the fireplace, lending the room warmth and an atmosphere of comfort. Treasure Talis keeps a
locked chest in this room and she carries the only key. It can also be opened by a character using thieves’ tools with a successful DC 21 Dexterity check. When opened, light spills out from the +1 chain
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
20. Thessalar’s Bedroom Thessalar’s private sleeping quarters are richly furnished with an ornate bed, chests filled with clothes, and other personal effects. A fireplace along the east wall
. Manipulating Time Having a mechanical guide spend 1 charge in this area causes Thessalar to return here from his private lab (area 15) and prepare to rest. His homunculus remains in the lab to clean up
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
leading into area 8. This chamber serves as the office and apartment of Andras, the temple’s torturer and rival of the warden. It holds a bed, a desk, and mundane gear. The desk contains notes on
locked strongbox can be found under Andras’s bed. It can be opened with a successful DC 15 Dexterity check using thieves’ tools, but contains an easily noticed poison needle trap. A failed check
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Chapter 7: Siege of Kalaman The City of Lost Names shatters into dozens of flying pieces. One of these carries an ancient temple of the evil gods into the sky. This flying citadel and the rest of the
full might of the Dragon Army. The lead-up to the Dragon Army’s attack is a great time for allies to return and support the characters. Ultimately, the characters have the opportunity to infiltrate the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
20. Priests’ Quarters The door to this room is locked, requiring thieves’ tools and a successful DC 15 Dexterity check to open. Nezznar (area 19) carries the key. Unless the characters are being
, which also contains a bed and brazier. A badly disheveled dwarf lies bound and unconscious on the cold stone floor.
This room formerly belonged to the priest in charge of Dumathoin’s temple (area 19
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
kill something. 21b. Kuketh’s Lair Ledge. A dry ledge 5 feet above the water line is strewn with bones, some with flesh still attached.
Kuketh’s Bed. The eastern end of the ledge contains a pile of
, Kuketh doesn’t honor agreements for very long. Its only consistent desire is to escape from Undermountain and return to the Outer Plane of Limbo. 21c. Secret Vault This cave is hidden behind a secret
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tiny, riotous insects that moved in and out of the sheen of moss growing on their shoulders — a bed for sprouting fungi. Whether it was the Golgari themselves who had made the chittering sound or
their bugs, Ral could not be sure.
— Doug Beyer, Return to Ravnica: The Secretist
The teeming masses that compose the Golgari Swarm see themselves as pragmatic above all else, uncowed by the simple
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
paraphrase the following text: An aged human wearing a tattered cloak approaches. His skin is crisscrossed with scars, and he carries himself with confidence. In a deep voice, the man rumbles, “They say
simply furnished with a few chairs, a table, a kitchenette, and a bench cluttered with metal scraps and tools. A curtained-off area holds a single bed. After Valder hurries everyone inside and bars the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
dominated by his emotions—intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios
protection from invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, and dock workers rush to load and unload goods before the boats return. The daily energy and bustle carries over into rowdy nights. The fishers chug ale and swap stories, each seeking to outdo the
for the day. When they return, they spend time unloading their catch, mending nets, and repairing their vessels. The merchants move their ships into the docks once the fishing fleet is out for the day
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
about the room are six 7-foot-tall, stalagmite-shaped spires made of tiny rectangular blocks, with a half-finished seventh tower under construction.
Furnishings. Furnishings include a wooden bed, an
flumph’s home — the Underdark — out of building blocks. The flumph knows that its longing to return home is affecting the hobgoblin’s behavior, but it relies on Doomcrown for protection. If the two
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a mortal hero might require that hero to serve as her mount for a year as part of fulfilling her bargain. The giant raven that carries a hag aloft could be in actuality one of the hag’s victims
tombstone. Usually only the hag that obtained or created them can use her mounts and vehicles. They obey only her commands, and their magic responds only to her will. If a hag allows any other creature to use one of them as part of a bargain, she must be expecting an immense return on her investment.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, not loyalty. He’s waiting for his companion, Sylvia, to return (see area 31). If threatened, Flyndol commands the giant rats to cover his escape. If escape is impossible, he surrenders but won’t
give his captors any useful information unless they charm him. He carries nothing of value. Fountains Each fountain consists of a blue marble basin enclosed by a 1-foot-high stone retaining wall with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
room contains a cozy bed, an empty wooden chest, and curtains on the window. E13. Alan’s Bedroom Alan carries a master key that unlocks the door to his private bedroom. Picking the lock requires
Dexterity check. The richly appointed room contains velvet curtains, framed paintings of ships, a canopied bed, a night table, a sea chest, and a wardrobe. The door to the west opens up to a private
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
decades. Thick rime coats every surface and object inside the cabin, including a bed draped in a thick knit blanket. Beside the bed, a small hearth holds a precious store of firewood. The firewood is
sperm whale (see appendix C) to arrive after the bell is rung, accompanied by 1d4 harmless narwhals or dolphins. Angajuk has an Intelligence of 10 and speaks Common. Its deep, resonant voice carries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room bears a sign written in Common that reads, “Kalabash’s Room. Do not enter unless your name is Halaster.” The room contains the following: Furnishings. A dusty bed stands with its headboard
against the north wall. At the foot of the bed rests a locked wooden chest (see “Trapped Chest” below). A desk in the southeast corner has stacks of musty old tomes atop it (see “Treasure” below
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fewer drow in their party, since they have had no opportunity to replace lost members. If his mission in Gauntlgrym was successful, Draac carries an iron flask that he aims to return to Duke Zalto. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conceal what has transpired. The arrival of the City Watch foreshadows the return of Barnibus Blastwind and Saeth Cromley (see appendix B), who arrive in due course with twenty constables (veterans) and
evidence of the act, Barnibus instructs Sergeant Cromley to arrest them for the crime of murdering a noble, which carries a death sentence if they’re found guilty.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
contains the remains of some fish that were meant to be taken to the fishery. One of the dark tide knights carries a potion of greater healing. The Request. Seeing that this threat came from the
. The council asks the party to sneak into town and assess the situation there. If the town is no longer safe, the settlers must return to Neverwinter in defeat.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
who gets what. If the tribe’s war wagon is available, it is used to transport large or especially treasured items. Each orc warrior carries its personal loot from the raid in a sack. These are the
trophies of victory that orcs brandish and boast about when they return to the den. A loot sack might contain something of demonstrable worth or usefulness, something that’s edible (or used to be), or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Balduran for training, and you’re required to take a regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct line of
conduct a regular patrol in the Upper City or take a regular shift at its gates, and must report for training in the Watch Citadel once every ten days. In return, you have access to the Citadel and a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Seatower of Balduran for training, and you’re required to take a regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct
required to conduct a regular patrol in the Upper City or take a regular shift at its gates, and must report for training in the Watch Citadel once every ten days. In return, you have access to the Citadel
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of Avernus. Fighting Tiamat in his present form would be madness, but Uldrak has learned that a dragonborn named Arkhan the Cruel carries some of Tiamat’s blood in a reliquary around his neck. Uldrak
reveals that the “gem” glowing on the pommel of his old sword is in fact an orb of dragonkind — an item sure to be of interest to Arkhan. He urges the characters to trade the orb to Arkhan for the reliquary and then return here. If the characters agree, Uldrak gives them directions to Arkhan’s Tower.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a
been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
its purpose was negated by some superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
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
overlooking the trench. The hobgoblins aim to draw out Zox Clammersham, defeat him, seize the ring he uses to control the scaladar, and return the ring to Doomcrown, the hobgoblin warlord on level 14






