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Returning 35 results for 'been being deep constructed rush'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
speak to and understand rat;rats and giant rat;giant rats.
Swarming Rush. A jermlaine adds 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Swarming Rush"} to its weapon damage rolls while
can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);deep gnomes (all three appear in the Monster Manual), but they might also transport other Small folk.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some
as a fighting platform for up to four Small people. Ogre howdahs are most often seen bearing bow- and spear-wielding goblin;goblins into battle, or perhaps kobold;kobolds or deep gnome (svirfneblin
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
origin of Sweettooth Village. This eerie, abandoned town constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and the other planes.
Most of Moloch’s cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. (Evil)
4 Adaptability. It is not the most powerful, but the most flexible who survive. (Chaotic)
5 Patience. There’s no need to rush a poorly constructed plan when time is on your side. (Any
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
structure is open, airy, and constructed of stone blocks. The floors are hardwood, and the bedroom, study, trophy room, and dining room have carpets that cover most of the floor space in those rooms. The
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walk single-file. The journey takes half an hour. Two-thirds of the way up, at a switchback turnaround, Grumink’s miners constructed a trap. Its purpose is to make noise and warn the lookouts in area D2
character who is looking for traps instead finds the tripwire with a successful DC 10 Wisdom (Perception) check. If the tripwire is sprung, it tumbles one boulder along with a rush of smaller stones and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Umber Hulk’s Shell Inn Alion Malwyn, a kind-heartedhuman, runs this newly constructed two-story inn. A bed for the night costs 5 sp, while a meal costs 1 sp. If the characters stay here, Alion shares
!”
5 “Fisher folk have reported seeing strange fogbanks at sea that move against the wind. Those who dared sail closer say they heard the sound of drumming from somewhere deep within.”
6
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(area K59). A recently constructed masonry wall blocks the staircase 10 feet below the landing west of area K17. A chink in this wall allows gas (or a vampire in gaseous form) to pass from one side
the steps, a small crack has formed in the outer wall of the stairwell. The crack is 1/2 inch wide, 5 inches tall, and 12 inches deep; it leads to the castle’s wine cellar (area K63). Characters can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being capable of wholly independent reactions to potential threats. Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning
) fire damage on a failed save, or half as much damage on a successful one.
Deep Crow
The only warning you’ll get is that fearsome, far-off caw, echoing from the darkness like a death knell. For by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Jermlaine Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark
the surface world, are rare in the deep Underdark. Their presence invariably signals the presence of a jermlaine colony. When venturing into the Underdark, I always ready a spell that increases the size
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
tomb, except where otherwise noted, are constructed as covered pits. Each one is 10 feet deep and concealed by a counterweighted trapdoor that looks like the floor and opens as soon as any person steps
someone. Someone who takes this poison damage must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. Deep Covered Pit. If the chest is opened, it appears to be empty, but a
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined streets were once servants of a powerful witch, and the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and others haggle over the finer lumber here, and wagons carry supplies. See areas 2, area 3, and area 4 for more information about the tavern, the stable, and the shrine. The well is 40 feet deep
his retinue arrive, suggesting that the characters rush to the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and others haggle over the finer lumber here, and wagons carry supplies. See areas 2, 3, and 4 for more information about the tavern, the stable, and the shrine. The well is 40 feet deep, cold, and
away without the characters, Gundalin or another villager predisposed to help the party might provide assistance before Captain Othelstan and his retinue arrive, suggesting that the characters rush to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Meeting the Mayor Mayor Braith Broadfoot (neutral good, deep gnome commoner) speaks Common in addition to Gnomish, Terran, and Undercommon. She and her fellow gnome exiles are gathered in a cavern
claim the items for themselves. If asked why the items were left behind, Mayor Broadfoot admits she forgot about them in her rush to evacuate Little Lockford. The items are as follows: Four potions of healing A packet of dust of disappearance Two flasks of alchemist’s fire Map 5.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites Dayawlongon is a tropical archipelago whose waters hold massive whirlpools that make boat travel between the islands challenging. Winding rivers, deep jungles, and mountains define
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
between the worlds of the Material Plane is rare but not impossible and can be accomplished in a variety of ways. The Dream of Other Worlds Aided by magic, travelers can fall into a deep slumber and
world. A nexus point can be a geographical feature, such as an enormous tree, a mountain or mesa, a yawning cavern deep under the mountains, or a meteorite in an enormous crater. It might also be a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
6 sahuagin, 2 sahuagin coral smashers,* 1 sahuagin champion* These guards are alerted by intruders they become aware of. If one of them rings the gong three times, sahuagin in 2 and 12 rush to their
sahuagin coral smashers,* 4 sahuagin deep divers,* 4 shell sharks* These sahuagin remain here until encountered. 30 1 sahuagin champion* The champion goes to 29 if alerted by sounds of combat there. 34
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
sewers. Stop the spread of a deadly drug or strange disease flowing from a well tied to Khyber. Khyber is an ever-present threat. Any deep passage could connect to a realm of fiends or spew out an army
, casting visions of distant places directly into the wielder’s mind. Items recovered from fiendish demiplanes might be constructed from standard materials but have a sinister aspect or appearance, such
compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
present giants as patrons, rivals, or adversaries, or suggest reasons why characters might venture to locations constructed or occupied by giants. The adventure hooks are spread throughout these three
Reach Adventures (chapter 4)
71–72 Endless Rockslide Adventures (chapter 4)
73–74 Forest Crystal Adventures (chapter 4)
75–76 Forsaken Deep Adventures (chapter 4)
77–78 Gale’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
constant attacks by the oozes and are close to fleeing the settlement and leaving the other deep gnomes to fend for themselves. However, Chipgrin has learned of the mysterious figure controlling the
surrounding cavern (area 25) rush to attack, in addition to Chipgrin and his two giant rats. Chipgrin orders his fellow wererats to take down clerics first, then any other spellcasters, and to keep
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
base’s grin has no face around it, just bare metal. The cultists constructed a secret room in the statue’s base. The only way to access it was to manipulate the tongue in the statue’s mouth like a lever
tongue-lever in the statue. The metal is twisted near the statue’s foot, creating an inch-wide tear several feet deep. This space ensures the interior of the cube gets air but is much too small to pass
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
in Old Omuan and reads, “Moa teaches us that secrets hide the truth.” Explorers must heed this message to find the shrine’s puzzle cube. The arrow slits are 6 inches wide, 2 feet tall, and 1 foot deep
stepping on a pit cover causes it to swing open and falls in unless it succeeds on a DC 15 Dexterity saving throw. Each pit is 10 feet deep and has a patch of green slime (see chapter 5 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
high tide, the water is about 8 feet deep along the edges of the tunnel and 25 feet deep in the middle. At low tide, the walkways along the edges are exposed, and the water is 15 feet deep in the
. A sickening smell, like sulfur, hangs in the air.
The waterfall is fed from a pool in the upper cave, which in turn is supplied by runoff trickling down from the surface. Both pools are 5 feet deep
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Stone Tooth When the characters set forth on their journey, read: As you travel north from the mining town of Blasingdell, you pass through brooding pine forests and deep vales. From where you
watch. Follow the Path At the foot of the Stone Tooth, a carefully constructed path winds up the hillside to some unseen height above. Durgeddin’s clan concealed its presence as much as possible, but
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the 2-foot-high wall into the hole, which is dark, but they don’t get an idea of how deep the hole is or what’s in it. If a character comes up to the stone wall and looks down inside the hole, this
activity attracts the attention of a grick alpha that uses the place as a lair. The water source at the bottom of the 30-foot-deep hole has long since dried up, making it an ideal place for the grick
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
plane of battle and bloodshed. Constructed in tiers on a fortified hill, Rigus is a monument to military strength. Eight octagonal iron walls, menacing and impenetrable, divide the town into seven
-shouldered, gray-haired commander from the world of Toril. Clad in crimson plate, the general pays homage to the Red Knight, a god of strategy whom he reveres. Deep down, Braahg hates war and all its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
off outside the maze at a point of your choosing. The water is only 4 or 5 feet deep throughout this area, but wading to shore is impossible since the crabs are everywhere. The characters’ goal is to
characters come upon a low wall that the grippli have constructed to keep sea creatures away from the village and to protect the lagoon on the other side from rough water when a storm is raging. This
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wide range of environments over the course of an adventure, and thus deal with a diverse
humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are a constructed race created during the Last War, seeking to find its place in a post
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
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->Monsters of the Multiverse
constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
made of thick fog. Ceilings are 15 feet high in rooms and 10 feet high in passageways. Floor and Walls. The floor and walls are constructed of smooth black stone. Lighting. The maze is dimly lit by
mimics, all disguised as treasure chests, occupy this room. Disturbing one mimic causes them all to attack. 4–6 This room is filled with 1-foot-deep water. A thin wooden plank spans the water, connecting
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mountain of black stone and exposed dragon bones. Fissures riddle this foundation, creating tunnels that extend deep into the rock. Clystran guides his dragonnel close to one of these, a natural
crashing it would destroy the city). The party shouldn’t dally within the citadel, but they don’t need to rush for the sake of bringing down the citadel quickly. The tunnel here is narrow, and only Medium or smaller creatures can enter. It leads to area S1 in “The Flying Citadel.”
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Ogres of War Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the battering ram, the bolt
most often seen bearing bow- and spear-wielding goblins into battle, or perhaps kobolds or deep gnomes (all three appear in the Monster Manual), but they might also transport other Small folk. Ogre






