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Returning 35 results for 'before bare diffusing carries relatively'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.Stone guards are elite troops deployed in small numbers to bolster war bands of
Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted, the mount is invisible as well. The invisibility ends
and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible for up to 1 hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is
the Underdark, all must cooperate to survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
survive.
Among the duergar of the Forgotten Realms, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Mind Mastery
, creation is a fiercely passionate process. They tend to favor works that are sturdy and grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hour or until it attacks, it forces a creature to make a saving throw, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with
, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may decry
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
down a few feet. The ceilings in the fodder chamber (area W9) and Sacred Web Hall (area W12) are 50 feet tall and relatively smooth. Doors The doors in Web’s Edge are made of iron. The doors to areas W3
each require a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools to unlock. The nalfeshnee in area W5 carries keys to all the cells in area W6. All other doors in Web’s Edge are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
denizens of the monastery (such as the duergar), each carries 2d10 gp in mixed coinage and minor valuables. Walls. The roof of the monastery is about 25 feet above the ground, but the walls have patches
of crumbling masonry or poorly fitted fieldstone, so they’re relatively easy to climb. The wall surrounding the garden (area M14) is 10 feet high. Windows. The monastery windows are narrow and tall
Kobold
Legacy
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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
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
they eat 5 On a secret quest that they can’t talk about, except to remind others that they’re “on a secret quest” 6 Afraid of something commonplace, such as heights, enclosed spaces, or bare hands and
feet 7 Carries around a suitcase full of wigs, forks, ashes, glass orbs, left shoes, or something else strange 8 Full of folksy wisdom that usually starts with, “Papa always said …” or “Mama always said …”
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
carries it might have severely burned or even killed a loved one. Imagine having the power to cast charm person but being unable to control it and having people you care about suddenly becoming slavishly
persecution of innocents; but most feared the aberrants and stood by as the houses hunted them down. Ever since the War of the Mark, aberrant dragonmarks have been few in number and relatively week
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fortune through such questionable means. Allies. The academic world is relatively small, and people at any one university tend to have connections at others. You might parlay such relationships into
. Should your group needs a grant or resources from the Wayfinders, a letter of recommendation from someone at Morgrave carries some weight. Enemies. Morgrave University has few true enemies but many
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
elemental ring in place protrude 10 feet from the bottom of the vessel. Thus, passengers and cargo are lifted in elevators and loaded at towers in major cities. Each ship carries rope ladders for use at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fills the interior of each cell. The doors to the cells, which stand outside the range of the antimagic fields, are magically locked. Any creature that carries a Stardock rod (see “Stardock Rods”) can
composure and tries to kill the illithids with his bare hands. He doesn’t trust anyone who would ally with such creatures. Ezria was caught spying on the githyanki in the Crystal Labyrinth. They have been
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
overlooking a vast, water-filled cavern. The elf is dressed in the finest attire and is dipping his bare feet in the murky water. “Care to join me?” he asks with a wry smile.
The figure dipping his feet in
and spell components, Sladis carries a blood-caked flint knife that he uses to cut up his victims, as well as a Heward’s handy haversack stuffed full of severed limbs and eviscerated organs — the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the injuries suffered by his predecessor, Jorlan Duskryn. Shoor is relatively young and quite arrogant for a drow male, proud of his abilities and accomplishments. He is still flush with his success in
in his position, Shoor feels the need to demonstrate his skill and effectiveness to his mistress and to find ways to please her. As Ilvara’s lieutenant, Shoor carries a wand of viscid globs (see
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
be heard everywhere on the battlefield, but they have no source. Crumbling buildings, bare trees, blast craters, and jumbles of bones around spears and swords indicate an immense battle. None of the
wants to know how to leave the Endless Void without going through the Briny Maze, where she’s sure Ashripask awaits. Treasure. Nellik carries a flayer slayer (see appendix B).
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tiger District The Tiger District is a relatively new part of the city and is still undergoing construction, particularly along the forested stretch being cleared to the northwest. Even though the
flares in intensity. The lantern also flickers if brought within 10 feet of the teacup from the Phoenix District or the amulet Young-Gi carries (see the “Phoenix District” and “Estate Gardens” sections
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
stand now, you catch sight of a tall, steep hill that rises to a prominent bare knob of rock—the Stone Tooth. A thin spire of smoke rises from some unseen point high on the hill’s slopes, and you can
) The Mountain Door. This is the front entrance to the Glitterhame. The old dwarf-path leads up to a bare shoulder of rock and then turns into a deep cleft in the hillside. If the characters enter this
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
grand, but in a bare, stripped-down fashion that favors geometric forms. The strongholds they design are blocky and stark, and the weapons they forge are blatantly tools of violence. While others may
decry their creations as cold and bare of ornamentation to the point of austerity, duergar see them as honoring the materials used and honest about their purpose. Duergar Despot Duergar despots replace
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
soldiers (see appendix B) watch the surrounding land. W3: Northwest Guard Tower Narrow windows line the walls of this bare stone room. In the southeast corner, a ladder climbs to the floor above. On
carries an iron ring with keys to the cells in this area and to the gates in area W1. W7: Storage The storage room’s barrels contain enough food, water, and other supplies to sustain the outpost for a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
”. The characters are charged with disturbing the peace, a minor offense that carries a fine and results in an edict. The charge stems from their conduct in encounter 3, “Street Chase.” Depending on how
impersonate another Watch captain the characters have met before. Then, in the guise of Hyustus Staget (see “The Watch Arrives”), the doppelganger kills the guards in area H8 with its bare hands and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
a crude pewter mug with Semuanya’s symbol (a reptilian egg) scratched into the side. The officer carries the key to the chest in area 4 in a belt pouch. 4. Officer’s Quarters A wooden table with two
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
floats 1 foot above water level and is stationary until a creature touches it, whereupon it envelops the creature and carries it to area P20 via the northeast tunnel (passing though areas P12, area
trip, the creature inside the globe can swim out of it as an action. The globe carries only the one creature and bursts upon reaching its destination. A globe is immune to damage, though dust of dryness
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Persuasion) check. The giant carries a 2-foot-long iron key that unlocks the iron trunk in area 16B. 13. Overseer’s Office The room to the south of the dressing mill contains a basalt table, a barrel of
pounds. Wooden poles stacked against the wall can be slipped through iron rings on the sides of the chest, making it easy for workers to transport it. The fire giant in area 21 carries the key to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Chest. A padlocked iron chest to the east has a lid embossed with tiny spiders.
Rilna carries the key to the padlocked chest, or the lock can be picked with a successful DC 20 Dexterity check using
lectern stands bare in the middle of the room. At the foot of the lectern sits an adamantine chest with spider-shaped handles.
Treasure. The cape hanging by the door is a splendid garment worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
black against the sky’s ruddy glow.
The erinyes stationed here carries a rope of entanglement, which it uses to ensnare any prisoner who tries to escape. Gruk-Gruk. Tossed carelessly on the floor of
from the outside. Inside, a pile of sackcloth and bones lies in one corner of the otherwise bare room, and the air is thick with the stench of filth. Sobbing on the filthy mound is an ogre wearing a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chwinga standing among them at the base of the steps. Its mask resembles a mongoose’s face, and it carries a red parrot feather and an orange and purple orchid. At the bottom step, the chwinga whacks a
same room, but as it was centuries ago. They can enter the naga’s presence once. Someone who leaves and comes back in sees only the bare room. Read the following to players whose characters find
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lands on a rocky outcropping and engages them in conversation. If the characters offend the dragon, she falls on them with bare fangs and sharp claws. What Berythrach Knows. Berythrach knows the
, homespun clothing and carries no weapons, though he wears an invisible Ring of Mind Shielding to protect his thoughts. Occasionally the hermit sits on a flat rock near the road, contemplating the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. More than seventy-five noble families call Waterdeep home, representing between them all manner of business interests, rivalries, and internal strife. Being a noble carries with it a great deal of
neighborhood of many winding streets, where folk are comfortable making deals that might in other places provoke the displeasure of the law.
Field Ward. Of relatively recent vintage, the Field Ward stands
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
relatively simple and businesslike. Once a question has been asked, Lurg asks for a mandatory “donation” of 100 gp, no matter what the question is. One of his tower hands then collects the payment. Once
guards escort the questioners back to the hostel, ending the ceremony. Treasure. Lurg wears a gold chain belt worth 30 gp and carries the key to his desk (see area T14). T5: Mimic Door A stone door set
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). In addition to his weapons, Izek carries an iron ring of keys that unlock the stocks in the town square (area N8). If the characters get on his bad side, the baron accuses them of being “spies of the
carry keys to unlock it. N3h. Pantry This pantry contains shelves of foodstuffs, although half of the shelves are bare. Two barrels of wine stand against the east wall. The pantry has not been fully
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
succeeds on a DC 13 Wisdom (Medicine) check determines the hobgoblin was stung by hundreds of insects. Treasure. The hobgoblin carries a purse with 8 gp and 27 sp. The chest contains only rotting
: Abandoned Room A greenish, viscous slime covers the floor and walls of this bare room. In the middle lies a single decomposing corpse in blue robes and a brass mask.
The walls and floors of this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
Giants”) cuts a swath through the icy crust over the shallow bay as it approaches and slowly grinds to a dead stop. The ship carries twenty frost giants. Twelve of them leap over the sides, walking
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are sprawled on the floor. One carries a key card whose color matches this room’s door. If the door is open or doesn’t require a key card, the skeleton carries a blue key card. 8 A metal box stamped
. Bare counters line the walls, and a few metallic trays are scattered about.
Along one wall are several metal boxes, each of which has a tinted-glass door and a dial. Toward the back of the room, a






