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Returning 24 results for 'before been destroyed caltrops reside'.
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Magic Items
Dungeon Master’s Guide
the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81–85
A creature
; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Changeling
Legacy
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Species
Eberron: Rising from the Last War
feared, but they will never be destroyed.” Jes agreed, and the traveler gave her his cloak. When she draped it over her children, their old faces melted away and they could be whoever they wanted to
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Kuo-toa Refuge Slime. Every surface of this 30-foot-high cave is coated in slime.
Kuo-toa. Two kuo-toa whips, twenty adult kuo-toa, and ten young kuo-toa (Small noncombatants) reside here. One
whip stands watch by the river while the others rest on pallets. All the kuo-toa are poisoned from eating bad fish.
Caltrops. Caltrops made of sharpened bones lie scattered along the river’s edge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Tier 1 The uppermost tier of Shadowdusk Hold closely resembles the style and architecture of the family manor in Waterdeep before it was destroyed. This section of the hold resembles a mausoleum. The
Far Realm’s influence on this tier is faint. Two members of the Shadowdusk family reside here: a wizard named Melissara Shadowdusk and her mad husband, Derrion.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies
stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.
Zombie
Medium undead, neutral evil
Armor Class 8
Hit Points 22 (3d8
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
undead life force of Acererak began to wane, so for the next eight decades, the lich’s servants labored to create the Tomb of Horrors. Then Acererak destroyed all his servitors, magically hid the
entrance to his halls, and went to reside in his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. If the characters gain access to the innermost part of the tomb
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A
determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A creature appears in an unoccupied space as close to you as possible. The creature isn’t under
the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gods reside — turn to dust and are destroyed as soon as they exit the tomb. These items include Obo’laka’s ring of protection (area 10), Moa’s staff of the python (area 14), Wongo’s mace of terror (area
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
turn. 76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a
your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
turn. 76–80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a
your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the North reside in the halls of the dwarves. Now, when shield dwarves invoke the name of Delzoun, they are calling upon the glory of all their past accomplishments: every feat of architectural mastery
of two noted landmarks on the Sword Coast: the Stone Bridge and the Halls of the Hunting Axe. Less than three hundred years after it came into being, Besilmer was overrun and destroyed by a horde of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
area as covered in caltrops (see “Adventuring Gear” in the Player’s Handbook). T12. Sacred Pool The stairs behind the statue in the shrine lead down to a dimly lit chamber. A soft white glow rises from a
to strike back against the hags, they sealed her in the shrine, hoping that its great mirrors would turn her to stone. For fear of petrifying herself, Sylvarie destroyed the shrine’s mirrors
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. 81–85 A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it
, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
motionless until the characters enter the room or disturb it. The maschin-i-bozorg is hostile toward intruders and fights until destroyed. F4: Storerooms The kagu-svirfneblin keep various goods in these
successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or wrench apart the bars with a successful DC 20 Strength (Athletics) check. Two hook horrors reside within, guarding the kagu
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
destroyed, the sphere is also destroyed and disappears. V6: Empty Cells Iron bars form three empty cells along the walls of this room. A nondescript stone door to the east indicates the room’s exit
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
their feet to attack. The two ogre zombies and six dwarf zombies fight until destroyed. W5: Assayers’ Office This chamber was once an office or storeroom. A large stone counter bisects the room, set
and fight until destroyed. The escarpments are 10 feet high and require a successful DC 12 Strength (Athletics) check to climb. A creature that falls or is knocked from the top of a ledge takes 3
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious
Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
enemies. Investigating. The symbols on the walls are crudely formed in Draconic and read, “Here There Be Dragons.” The metallic cage is all but destroyed and can’t be used to restrain captives. A
-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
they obey the commands of whoever spoke the words that raised them, serving that individual until they’re destroyed or their master is killed. D18. Gas Buildup The ceiling of this flooded room is
must succeed on a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. All the wooden beams that support the ceiling are destroyed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations M - P Maelstrom The daughters of King Hekaton reside in this undersea fortress, which stands amid reefs and barnacle-covered shipwrecks in the depths of the Trackless Sea. See chapter 10
thunderbeast skeletons erupt from the mound and fight until turned or destroyed. They focus their attacks on whoever has the fire giant’s tooth. Each one has the statistics of an ankylosaurus, with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
clouds anymore, but most do reside atop high mountains, inside or even above a near-perpetual cloud layer. A select few — those at the apex of the clan’s ordning — claim the last of the ancient cloud
to be cast out or destroyed if its secret allegiance becomes known. Because strength is their only standard of measurement, frost giants are more likely than other giants to welcome a non-giant into
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before exiting at area 2 on map 6.7. 2. Ettin Guards’ Chamber Four ettins reside here when they are not on duty near the main entrance to the grand hall (map 6.5, area 2). Two are asleep, their weapons
altar and grabs the nearest living creature. The tentacle has a reach of 20 feet and a +11 bonus to hit. A creature hit by the tentacle is drawn into the stone—totally gone, destroyed. If a creature is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
along the way. If the combat robot was destroyed, Aphelion sends a friendly worker robot to accomplish the same task. If the characters refuse, Aphelion’s visage appears on a nearby screen, and the
leave at once or be destroyed. Arsenal. Stacked on a metal workbench are three cases of grenades. Their contents are as follows: 1d6 + 2 concussion grenades 1d6 + 2 sleep grenades 1d6 + 2 smoke grenades






