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Returning 33 results for 'before being drinks contiguous remain'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
drinks the foul water as an action, it gains 11 (2d10);{"diceNotation":"2d10", "rollType":"roll", "rollAction":"Corrupt Water"} temporary hit points.
Magic Resistance. The wastrilith has advantage on
wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this
Mummy Lord
Legacy
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Monsters
Basic Rules (2014)
stunned. Equipment worn or carried by the mummy lord remain in its possession.A Mummy Lord’s Lair
A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and
into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent
Monsters
Tyranny of Dragons
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results
Monsters
Candlekeep Mysteries
, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself
and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance.
Divination spells cast within the lair by creatures other
Monsters
Waterdeep: Dungeon of the Mad Mage
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
following ways by the creature’s dark presence:
Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
inspiration. On later occurrences of this encounter, the platter holds a crawling claw that attacks the nearest character. 2 A silver goblet (worth 50 gp) filled to the brim with wine. A character who drinks
the party’s allies for as long as they remain with the party, or until Strahd appears. If the characters leave the castle, the Vistani accompany them, since choosing to remain in the castle would
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the characters to join her at the Stonehill Inn. Gwyn arranges for food and drinks. Over the meal, she asks the characters about their recent exploits and where they might go next. The Sawplee goblins
ghosts remain. Sometimes, followers of Dumathoin attempt to reclaim forgotten treasures or purify the despoiled sites. None have returned.”
Gwyn believes that answers about the goblins’ mysterious
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this
the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.
If another demon drinks the foul water as an action, it gains 11 (2d10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that ingest water that has been corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall
saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.
If another demon drinks the foul water as an action, it gains 11 (2d10) temporary
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
capital of Aerenal, the seat of the Sibling Kings, and the center for commerce and diplomacy between the elven families, who otherwise remain isolated in their own city-states. Foreigners are encouraged
remarkable beasts—remain in Aerenal.
Aerenal’s Influence in Khorvaire In Khorvaire, you might…
The
Sharn Inquisitive
Nightlife of the walking dead
The port city of Pylas Talaear is a place
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Mayor Duvezin’s House The furniture and belongings in the house remain in their customary places, the beds made and the desks arranged neatly under a thick layer of dust. The house served as both the
.
The mayor addressed the village’s council here. The sideboard, once used to provide drinks and other refreshments during the meetings, is bare. The shelves in it hold glass tumblers, wine glasses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Durnan is pleased to have the halflings perform for his patrons and rewards the characters with a round of drinks. If the heroes plan to return to Undermountain, Durnan also pulls a few strings to
attacks from the east. If combat erupts in area 25a or 25b, Syrrak investigates while Gorthax and the crystal spider remain here. A battle in this hall brings reinforcements from area 30a. The spider golem understands Elvish but can’t speak. It obeys Gorthax’s commands.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
repeating message carved in Celestial along the shelves’ edges: “A septet of libations I present to you,
But only one will help you escape this tomb.
Six drinks are magic; one is mundane.
Those marked
infused with necromantic magic. A creature that drinks any amount of the liquor must make a DC 20 Constitution saving throw, taking 22 (5d8) necrotic damage on a failed save or half as much damage on a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
war remain. From the fanatics of the Emerald Claw and the mad cults of the Dragon Below to the flesh-warping daelkyr and ancient archfiends, Eberron faces many threats… and there’s no one out there to
Environmental Elements. In a tavern, this list could include Chandelier, Plate Glass Window, Roaring Fireplace, Tray of Drinks, Drunk Patron. If you’re fighting in an ancient tomb the list could be Pile of Gold
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
others are conspiring to betray us. But fear not. Their plots will not succeed. Even now, an outside force promises to rid us of the whole stinking lot. What’s important is that the Cauldron remain
time, but I’m afraid she has worn out her welcome. In exchange for my generosity, I’m hoping you can take her off my hands.
Until our next meeting,
Endelyn
Bottled Lightning. The hag drinks a bottle
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
fire spreads, it can create an inferno that quickly engulfs creatures, objects, and vegetation. An inferno consists of at least four contiguous 10-foot Cubes of fire. Each of the inferno’s 10-foot Cubes
immune to the river’s effects, a creature that drinks from the Styx, enters the river, or starts its turn in the river makes a DC 20 Intelligence saving throw. On a failed save, the creature takes 19
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.
A Mummy Lord’s Lair A mummy lord watches over an ancient temple or tomb that is protected by
presence: Food instantly molders and water instantly evaporates when brought into the lair. Other nonmagical drinks are spoiled — wine turning to vinegar, for instance. Divination spells cast within the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bloodied and unconscious on a large mattress.
Nur, a Daask gnoll, is burning Garra’s documents as ordered by the half-ogre. Of the documents that remain on the floor, two are of interest. One is a
drinks, packaged food that is ready to eat, souvenirs, and newspapers. A kenku wearing spectacles and standing behind a counter says, “Buy something, will ya?” in an old woman’s voice.
This store sells
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
representatives. They’ve been here a long time (how long they aren’t sure exactly), yet they remain patient and well fed. The guests have wandered the garden but can offer no information about the palace. They
ends if the awakened Beast leaves the palace garden. Any Humanoid that drinks from the fountain or bathes in its waters must make a DC 15 Intelligence saving throw. On a failed save, its Intelligence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Oberon, and Hyrsam, the Prince of Fools. Those inclined to remain sullen in the face of such frivolity had best stay home, for celebrants do their utmost to evoke a smile from those they meet. Ches 21
Waterdeep to wish the people well — giving short speeches, offering toasts to Ahghairon’s memory, buying rounds of drinks, or paying for meals or accommodation. Needless to say, establishments of those
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
prowess. If the characters defuse the situation by not responding to his initial attack, Thunderhale is just as pleased. He pays for their drinks and covers any damage to the festhall, then claims to
adventurers. Sir Baric Nylef’s Quest Sir Baric is determined to find the Weevil. At this point, however, he fears that the trail has gone cold. He plans to remain in Bryn Shander only a couple more days
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
remain open, so the characters can explore the rooms beyond when they return from whatever stage is triggered by opening the door. Any treasure or other objects claimed in a stage stay with the characters
, pale-eyed description. Forgetful Owner. Prophetess “Propha” Dran, the proprietor of the Dran & Courtier, manages the bar ably, pouring drinks and bringing out platters of food (no charge). She appears
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determine a buyer’s identity. Buyers sometimes procure rare and very rare items through proxies to ensure that their identities remain unknown. If the buyer is shady, it’s up to you whether the sale
Size Time Required Village 2d6 days Town 4d6 days City 6d6 days The character must spend 1 gp per day to cover the cost of drinks, social appearances, and the like. At the end of the time spent sowing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
when he’s not out spying on her behalf. Treasure. The room contains several items of value, including a golden goblet (worth 250 gp) from which Ernst drinks wine, a crystal wine decanter (worth 250 gp
cover debts, and the books that remain aren’t particularly valuable. Use the Random Books table (see chapter 4, area K37) to determine the subject matter of a particular book. A section of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and Gorat are both given keys to the vault.
11:30 AM Drinks and lunch in the tavern. Rala steals Gorat’s key, then sneaks off to steal the belt of dwarvenkind from the vault.
1:30 PM Change
iron golems, allowing entrance to the Hall of War. The carriages remain outside the Hall of War, and dwarves of Clan Horn approach to help with the cargo and lead the guests to the vault. If the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, the ritual through which fortunes are told. Lodging costs 1 gp per person per night; meals and drinks aren’t included. Trouble in the hostel attracts the attention of the guards in the outpost (area T1
call for the guest in the hostel. The guards then escort the visitor across the bridge, through the entrance chamber, and into the Questioner’s Hall. The guards remain with the visitor until the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet wide, with wooden decks and iron-plated hulls fashioned to resemble dragon turtles. The boats are magically immune to fire damage and remain cool to the touch, even when floating in lava. Each
characters proceed to area B25, the salamanders accompany them and remain there for the duration of their visit. B23: Administrative Office The walls of this office are decorated with paintings depicting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
roofs fell. The roofs that remain intact have vines and roots hanging down from them. The covered tunnels are only 4 feet high and contain a foot of water. Stone Faces. The four stone visages staring
mezzanine level. The 20-foot-deep pit contains 1d4 + 2 inches of rainwater and is home to two swarms of poisonous snakes. The swarms are content to remain in the pit and attack any creature that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
supplies used to clean the nearby exhibits. If the characters remain in this room for 10 minutes or longer, three umber hulks burrow up from a hole beneath one of the containers and attack. Lift. The
, noxious-looking burst of gas.
Twenty gas bats—bloated, chiropteran plants propelled by embarrassing-sounding emissions—float above this futuristic taproom, where androids and crew once shared drinks
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
operational, the stasis pods should be, too. Despite centuries of neglect, Oakley’s core faculties remain intact. If requested, the android accompanies the characters on their exploration of this level but
doesn’t aid them in combat—the android was built for making drinks and small talk, not fighting. If the characters confront Aphelion about Oakley’s claims, it responds that the android is incorrect and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, refreshing—and a potent magical elixir. A creature that drinks from the basin gains the benefits of both the Greater Restoration spell (all its benefits) and the Heal spell, and any entities possessing the
. Entrancing Draught. A creature that drinks from the fountain must succeed on a DC 18 Wisdom saving throw or permanently lose all desire to leave the Eternal Garden. Fey and creatures with the Fey
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The kettle and the cauldron never run out of tea and hot soup, provided they remain inside the palace grounds. A creature that drinks both the tea and the soup gains 10 temporary hit points—a benefit
. Shon is afraid of the league but has come to an agreement with its leader, Kelek: the league will allow Shon to remain at his post, and in exchange, Shon (and his spider) will use the library to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
a well-engineered system that taps the hidden spring in area C26. An ancient blessing provides the fountain with modest healing powers; anyone who drinks from it gains the benefits of having finished
few hints of murals remain, showing dwarves working in fields and tending hop vines. Three new, backpack-sized glass tanks with carrying harnesses are stacked neatly at the end of the row of vats. Doors






