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Returning 21 results for 'been barriers diffusing cave rin'.
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Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hobgoblin Iron Shadow
Meenlock
Orc Claw of Luthic
Orc Hand of Yurtrus
Quetzalcoatlus
Shadow mastiff
Vegepygmy chief
Yuan-ti broodguard
Challenge 3 (700 XP) Archer
Cave fisher
Choldrith
Death kiss
Froghemoth
Stone giant dreamwalker
Challenge 11 (7,200 XP) Cloud giant smiling one
Morkoth
Challenge 12 (8,400 XP) Archdruid
Frost giant everlasting one
Ki-rin
Morkoth (in lair
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
warlock of Raxivort
Yuan-ti broodguard
Monstrosities Banderhobb
Catoblepas
Cave fisher
Chitine
Choldrith
Froghemoth
Giant strider
Girallon
Leucrotta
Shadow mastiff
Tlincalli
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
warlock of Raxivort
Yuan-ti broodguard
Monstrosities Banderhobb
Catoblepas
Cave fisher
Chitine
Choldrith
Froghemoth
Giant strider
Girallon
Leucrotta
Shadow mastiff
Tlincalli
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hobgoblin Iron Shadow
Meenlock
Orc Claw of Luthic
Orc Hand of Yurtrus
Quetzalcoatlus
Shadow mastiff
Vegepygmy chief
Yuan-ti broodguard
Challenge 3 (700 XP) Archer
Cave fisher
Choldrith
Death kiss
Froghemoth
Stone giant dreamwalker
Challenge 11 (7,200 XP) Cloud giant smiling one
Morkoth
Challenge 12 (8,400 XP) Archdruid
Frost giant everlasting one
Ki-rin
Morkoth (in lair
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
warlock of Raxivort
Yuan-ti broodguard
Monstrosities Banderhobb
Catoblepas
Cave fisher
Chitine
Choldrith
Froghemoth
Giant strider
Girallon
Leucrotta
Shadow mastiff
Tlincalli
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hobgoblin Iron Shadow
Meenlock
Orc Claw of Luthic
Orc Hand of Yurtrus
Quetzalcoatlus
Shadow mastiff
Vegepygmy chief
Yuan-ti broodguard
Challenge 3 (700 XP) Archer
Cave fisher
Choldrith
Death kiss
Froghemoth
Stone giant dreamwalker
Challenge 11 (7,200 XP) Cloud giant smiling one
Morkoth
Challenge 12 (8,400 XP) Archdruid
Frost giant everlasting one
Ki-rin
Morkoth (in lair
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
fallen ill—and that a nasty smell pervades their caves. Adult myconids know that the “crystal cave” (area B6) is the source of the foul odor and that Sinensa fell ill after going into that cave to
investigate the issue. The myconids normally avoid that cave because sunlight filters into it by way of the vent at the western end of the cave, and even diffuse sunlight is unpleasant to these cave
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
fallen ill—and that a nasty smell pervades their caves. Adult myconids know that the “crystal cave” (area B6) is the source of the foul odor and that Sinensa fell ill after going into that cave to
investigate the issue. The myconids normally avoid that cave because sunlight filters into it by way of the vent at the western end of the cave, and even diffuse sunlight is unpleasant to these cave
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
fallen ill—and that a nasty smell pervades their caves. Adult myconids know that the “crystal cave” (area B6) is the source of the foul odor and that Sinensa fell ill after going into that cave to
investigate the issue. The myconids normally avoid that cave because sunlight filters into it by way of the vent at the western end of the cave, and even diffuse sunlight is unpleasant to these cave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stench of death that permeates the dungeon is strongest here. As the characters approach this 50-foot-high cave, they hear minotaurs chanting and stomping. This area contains the following: Minotaurs
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stench of death that permeates the dungeon is strongest here. As the characters approach this 50-foot-high cave, they hear minotaurs chanting and stomping. This area contains the following: Minotaurs
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stench of death that permeates the dungeon is strongest here. As the characters approach this 50-foot-high cave, they hear minotaurs chanting and stomping. This area contains the following: Minotaurs
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, a ruined tower, or a menacing cave entrance that resembles a skull. Whether naturally or by manufactured means, the lair is well defended from intrusion. It might be reachable only by a steep
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, a ruined tower, or a menacing cave entrance that resembles a skull. Whether naturally or by manufactured means, the lair is well defended from intrusion. It might be reachable only by a steep
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, a ruined tower, or a menacing cave entrance that resembles a skull. Whether naturally or by manufactured means, the lair is well defended from intrusion. It might be reachable only by a steep
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, Sylvania, or Xaos—but Gzemnid’s Realm is elusive, even by the mutable standards of the Outlands. The portion of the Great Modron March that R04M belonged to became lost in a magically shifting cave
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, Sylvania, or Xaos—but Gzemnid’s Realm is elusive, even by the mutable standards of the Outlands. The portion of the Great Modron March that R04M belonged to became lost in a magically shifting cave
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, Sylvania, or Xaos—but Gzemnid’s Realm is elusive, even by the mutable standards of the Outlands. The portion of the Great Modron March that R04M belonged to became lost in a magically shifting cave
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
fissure in the volcano’s slope leads into a small cave not visible from the stronghold below. Kalimrax lairs here, returning for a few hours every evening to rest and check on her hoard, which consists
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
fissure in the volcano’s slope leads into a small cave not visible from the stronghold below. Kalimrax lairs here, returning for a few hours every evening to rest and check on her hoard, which consists
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
fissure in the volcano’s slope leads into a small cave not visible from the stronghold below. Kalimrax lairs here, returning for a few hours every evening to rest and check on her hoard, which consists






