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Returning 32 results for 'been both deeper constructed reasoned'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Constructed Nature. A golem doesn't require air, food, drink, or sleep.Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Baphomet
Legacy
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Monsters
Out of the Abyss
maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides
reasoned with when my rage has been stoked.”
21–40
“I degenerate into beastly behavior, seeming more like a wild animal than a thinking being.”
41–60
&ldquo
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
the crayfish is attacked. Once it is awake, it may attack or bargain. It speaks Olman. The crab can be reasoned with, if the party doesn’t attack it and can come to terms with it. The crab denies any
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
the crayfish is attacked. Once it is awake, it may attack or bargain. It speaks Olman. The crab can be reasoned with, if the party doesn’t attack it and can come to terms with it. The crab denies any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passages extending hundreds of feet in all directions. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
make interesting obstacles. Incorporate natural features into even a constructed dungeon. An underground stream might run through the middle of a dwarven stronghold, causing variation in the shapes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passages extending hundreds of feet in all directions. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
make interesting obstacles. Incorporate natural features into even a constructed dungeon. An underground stream might run through the middle of a dwarven stronghold, causing variation in the shapes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
the crayfish is attacked. Once it is awake, it may attack or bargain. It speaks Olman. The crab can be reasoned with, if the party doesn’t attack it and can come to terms with it. The crab denies any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passages extending hundreds of feet in all directions. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
make interesting obstacles. Incorporate natural features into even a constructed dungeon. An underground stream might run through the middle of a dwarven stronghold, causing variation in the shapes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
where no one has gone before. The sewers of Fairhaven might be safe today, but if an earthquake opens a new shaft or a group of cultists digs deeper, a previously unknown passage to Khyber could be
, 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->Eberron: Rising from the Last War
where no one has gone before. The sewers of Fairhaven might be safe today, but if an earthquake opens a new shaft or a group of cultists digs deeper, a previously unknown passage to Khyber could be
, 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->Eberron: Rising from the Last War
where no one has gone before. The sewers of Fairhaven might be safe today, but if an earthquake opens a new shaft or a group of cultists digs deeper, a previously unknown passage to Khyber could be
, 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->Heroes of the Borderlands
Jelusic Three Stirges descend on the characters. These bloodthirsty creatures can’t be reasoned with; the Hostile stirges fight to the death.
Stacey Allan & William Doyle Map: Fens (Flock of
scent of blood. Lizardfolk Swamp Ignatius Budi Deeper into the fens, mounds of mud rise above the fetid water and reeds. You spot a glint of gold amid the mud.
The fen’s territorial lizardfolk
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Jelusic Three Stirges descend on the characters. These bloodthirsty creatures can’t be reasoned with; the Hostile stirges fight to the death.
Stacey Allan & William Doyle Map: Fens (Flock of
scent of blood. Lizardfolk Swamp Ignatius Budi Deeper into the fens, mounds of mud rise above the fetid water and reeds. You spot a glint of gold amid the mud.
The fen’s territorial lizardfolk
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Jelusic Three Stirges descend on the characters. These bloodthirsty creatures can’t be reasoned with; the Hostile stirges fight to the death.
Stacey Allan & William Doyle Map: Fens (Flock of
scent of blood. Lizardfolk Swamp Ignatius Budi Deeper into the fens, mounds of mud rise above the fetid water and reeds. You spot a glint of gold amid the mud.
The fen’s territorial lizardfolk
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns
actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns
actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
depth (usually 10 feet, but some pits are deeper). Hidden Pit. This pit has a cover constructed from material identical to the floor around it. A successful DC 15 Wisdom (Perception) check discerns
actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
group. If one or both of the kobolds from area M9 fled from there, they lurk deeper inside the tunnel behind Trex and his bodyguards. Trex is possessed by a ghost, though the characters won’t know this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
group. If one or both of the kobolds from area M9 fled from there, they lurk deeper inside the tunnel behind Trex and his bodyguards. Trex is possessed by a ghost, though the characters won’t know this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. M6. Bucket Lift A wooden pulley system has been constructed around a large hole in the floor. A bucket big enough to hold a humanoid is held up by thick rope. Three alcoves next to the lift contain
group. If one or both of the kobolds from area M9 fled from there, they lurk deeper inside the tunnel behind Trex and his bodyguards. Trex is possessed by a ghost, though the characters won’t know this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door ceases to be an obstacle. This slaad is hostile toward all other creatures and can’t be reasoned with. Once inside, the characters can ascend the tower to its uppermost floor: A large telescope
.
This building’s entrance lies unattended. Ythryn’s mages would visit here to conjure up one-of-a-kind pets. Small-scale versions of natural habitats were constructed throughout the park: miniature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beneath the forest canopy. Growths of green, brown, and gray lichen cover the cave mouth, and a small stream flows deeper into the yawning darkness.
The character who has the highest passive Wisdom
only they experience: The cave disappears and is replaced by a field carpeted in spongy moss and pockmarked with pools of ooze. A colossal palace constructed of giant mushrooms with interconnecting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beneath the forest canopy. Growths of green, brown, and gray lichen cover the cave mouth, and a small stream flows deeper into the yawning darkness.
The character who has the highest passive Wisdom
only they experience: The cave disappears and is replaced by a field carpeted in spongy moss and pockmarked with pools of ooze. A colossal palace constructed of giant mushrooms with interconnecting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beneath the forest canopy. Growths of green, brown, and gray lichen cover the cave mouth, and a small stream flows deeper into the yawning darkness.
The character who has the highest passive Wisdom
only they experience: The cave disappears and is replaced by a field carpeted in spongy moss and pockmarked with pools of ooze. A colossal palace constructed of giant mushrooms with interconnecting
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
natural caverns deeper in the hillside. Creatures. If the characters aren’t trying to be quiet, four hungry stirges attack. The buzzing grows louder, and then four things resembling insectoid bats
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
natural caverns deeper in the hillside. Creatures. If the characters aren’t trying to be quiet, four hungry stirges attack. The buzzing grows louder, and then four things resembling insectoid bats
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
natural caverns deeper in the hillside. Creatures. If the characters aren’t trying to be quiet, four hungry stirges attack. The buzzing grows louder, and then four things resembling insectoid bats