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Returning 35 results for 'before bearing deep continue remote'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
);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
Monsters
Bigby Presents: Glory of the Giants
, inquisitive, and power-hungry fomorians felt they had already learned all they could from the Material Plane, and they departed to the Inner Planes, where they could continue their journeys of knowledge
unopposed.
In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote enclaves. Occasionally they return to the Material Plane
Adult Deep Dragon
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Monsters
Fizban's Treasury of Dragons
. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black
Ancient Deep Dragon
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Monsters
Fizban's Treasury of Dragons
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are nightmarish
cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black-and
Monsters
Bigby Presents: Glory of the Giants
Blood Rune. The fomorian has a blood rune inscribed on an effigy or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Corrupting Hex
action and Poisoning Rebuke reaction.
The object bearing the blood rune has AC 15; 30 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end
Monsters
Bigby Presents: Glory of the Giants
Death Rune. The giant has a death rune inscribed on a giant’s skull in its possession. While holding or wearing the skull bearing the rune, the giant can use its Reaping Scythe action and
Shroud of Souls bonus action.
The skull bearing the death rune has AC 18; 35 hit points; and immunity to necrotic, poison, and psychic damage. The skull regains all its hit points at the end of every turn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
Species
Eberron: Rising from the Last War
useful as these services are, it’s the Banking Guild that truly defines the house. Kundarak’s lands in the Mror Holds include deep veins of precious metals, which the dwarves used to
establish the banking industry of Khorvaire. Anyone who makes a living from coin—from bankers to goldsmiths—likely learned their skills at House Kundarak. The security of banks bearing the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
incessant echoes of the past. Flocks of raven;ravens that act as the Raven Queen’s eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens
far and wide across the multiverse.
Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.
Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Raven Queen’s eyes and ears darken the skies around it when they emerge from within, bearing her cryptic messages and omens far and wide across the multiverse.
Within the fortress are items
that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to her as gifts from the shadar-kai, and include furniture, clocks
Storm Giant Quintessent
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Monsters
Volo's Guide to Monsters
waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a
, dust, or sand form deep drifts or dunes.
Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind
Monsters
Mordenkainen's Fiendish Folio Volume 1
continue their horrid life cycle.
An Unnatural Plague. Whole settlements along the frontier have been wiped out by plagues of assassin bugs. Without a quickly organized defense, even a single bug can
able to survive an assassin bug's infestation without immediately being treated with magic or fire. Incredibly hardy monsters such as catoblepas and gorgons have sometimes been observed with deep
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
from the relics of their respective courts.
In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds, searching for a magical remedy to restore the kingdom to
its former glory, or seeking to help travelers and remote communities beset by troubles.
Achieving knighthood in one of the courts requires a quest that proves one’s excellence in that court
Triton
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
Backgrounds
Guildmasters’ Guide to Ravnica
.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Stoicism. All of us are part of the cyclical march of nature, which will continue with
spore druid responsible for a large rot farm.
5
There’s a troll in a remote area of the undercity who seems to find me interesting — and who knows more than you’d think.
6
An
Species
Mordenkainen Presents: Monsters of the Multiverse
Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
Monsters
Eberron: Rising from the Last War
one level of exhaustion.Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
Monsters
Icewind Dale: Rime of the Frostmaiden
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
abate. Auril came upon the starving, half-frozen creature and flung Tekeli-li into an icy tomb deep within the glacier. In doing so, the Frostmaiden sought to preserve what the gnoll had become—the
Monsters
Fizban's Treasury of Dragons
from its slumber.
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor
, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales
Monsters
Fizban's Treasury of Dragons
portion of an amethyst dragon’s hoard before burrowing back into the deep Underdark. The dragon has a magic crystal that can trace the worm’s movement.
3
An ancient amethyst dragon is
is set beneath a mountain ridge between two deep tarns, with streams flowing down toward the lowlands. The lair has the following features:
Entrances. Two cave entrances provide access to the lair
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Through the Tunnels As the characters travel between Illithinoch and Phandalin, they can clear out any dangerous areas they missed in the “Journey through the Deep” section in chapter 7. Continue to
Monsters
Fizban's Treasury of Dragons
the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1 is set beneath a mountain ridge between two deep tarns, with streams
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Worshiping Karametra The earth’s fertility is essential for mortal life to continue. Those who live in the modern poleis might not be as aware of that fact as those who farm their own food, but even
few have ever reached its center.
The Old Harvest. In rare, remote settlements, high summer ceremonies acknowledge ancient rural practices devoted to a less merciful vision of Karametra. These
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Going to Blingdenstone Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
dealings with the surface world. Among the party’s fellow escapees, the deep gnome Jimjar is the most enthusiastic about visiting Blingdenstone, and he can lead the adventurers there. Topsy and Turvy also
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
barbarian fell against the giant horde. His bones are under that boulder over there.”
— Elder Zelane of Istivin, recounting the Giant Wars
Old as Legend. In remote regions of the world, the last
holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight. “Boulders
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Deep Dragon Lairs Deep dragons make their lairs in the recesses of the Underdark, often near the settlements of people with whom they have alliances or enmities. Their lairs are highly individual
. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes. Deep dragons’ lairs serve as bases for the dragons
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Warriors of Krynn game, continue with the following section. WARRIORS OF KRYNN: SCENARIO 12
As the characters near the gates of Kalaman, a contingent of the city’s defenders emerges to clear the
the shape of their god’s holy symbol. If there’s not, it’s an ancient +3 shield bearing Solamnic knotwork designs and the symbol of Paladine. Characters gain no reward for a loss.
At the end of the scenario, proceed with “Kalaman Victorious.”
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
air becoming hot and heavy with the scent of sulfur. Glowing vents of magma fill a huge cavern with a dull red glow. From somewhere ahead, you hear a deep, echoing caw, sounding like the call of some
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
god Maglubiyet, who marshaled them as soldiers, but the fey realm left its mark; wherever they are in the multiverse, they continue to channel an aspect of the Feywild’s rule of reciprocity, which
creates a mystical bond between the giver and the receiver of a gift. On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms
Orc
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found
stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Q1. Central Hub The characters approach this area from the east, slogging through 1-foot-deep water and sewage. The main sewer tunnel expands into a circular hub with a pair of arrow slits carved
into its outer walls, directly across from each other. Two passages continue on to the north and south. A stone door is set into the back wall of a stone ledge to the west. If the characters talk loudly
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and landing in 10-foot-deep water. Characters who ascend the walkway from the north can circumvent the damaged section by crawling through the window into area 6, moving through the palace, and
exiting through the window in the west wall of area 8, from where they can continue to the south. Seaside Entrance. At the south end of the walkway is a stone double door. The doors are carved with foaming waves that part in the middle, and they swing into area 11 on rusty iron hinges.






