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Returning 35 results for 'before bits during could remain'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
investigate the bones for valuables becomes the trapper’s next meal.
A trapper needs to eat a halfling-sized meal once per week to remain sated. Given a steady supply of food, trappers are content to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
leather now. At their feet lay obsidian spearheads and bits of rotted wooden shafts. Behind these figures are archers, in a scattered formation. Few of them remain standing. Their arrows are gone, but they
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creatures, because such objects are more likely to be in good condition and thus more useful or valuable. When they go after items that aren’t free for the taking, kobolds try to remain undetected and don’t
give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and other useful items, but if they
Kobold
Legacy
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
still wear bits of tattered livery, and they attack the living on sight. Treasure. The wights carry longswords that have the crest of Barovia worked into their cross guards. Each wight also carries a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
castle’s detail, but you see two statues standing just before the enormous gate.
Cultists posing as villagers are unfriendly toward visitors, while villagers under the cult’s sway remain silent and
are reluctant to talk, they can be bribed, charmed, or talked around with a successful DC 18 Charisma (Persuasion) check. The following bits of information are available, one for each success, and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind. A
once per week to remain sated. Given a steady supply of food, trappers are content to stay in one place, making them a threat along well-traveled dungeon corridor and on routes through the wilderness
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes
absorbs the fleshy parts, leaving a scattering of bones, metal, treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
score increases by 2. Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward
odd bits of knowledge. Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords. Githyanki Psionics. You know the mage hand cantrip, and the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, rising about a hundred feet up to the coral ceiling above. Bits and pieces of coral lay scattered about the floor of this chamber, apparently broken off from the surrounding walls and ceiling.
Assuming
remain protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
aims and achievements were revealed to me.
Thus moved, I offer a few bits from my archive. Be warned. What you find here represents what I consider to be the least of my knowledge. It concerns
this volume proves successful, more shall be in the offering.
I remain,
Mordenkainen the Mage
Ready’reat, CY 576
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bits of metal, is a half-finished exoskeletal construct like the ones you encountered in the room you came from.
This room contains two duergar mechanics (one male, one female), both of whom turn
invisible as soon as they hear sounds of combat in area X13. They try to remain hidden and fight only in self-defense. Treasure. Characters who search the workshop find two sets of smith’s tools and a set
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it. Potion of Watchful Rest. When you drink this potion, you gain the following benefits for
the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
influence people. Since they can remain in Humanoid form indefinitely, metallic dragons often create false identities and mundane lives for themselves. Thanks to their keen intellects and strong
, activists, or the spouses of rulers. DRAGONS OF SONG AND STEEL
The propensity of some metallic dragons to spend long periods of time in Humanoid form has led to numerous bits of folklore, including tales
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
reach the deck of the shattered vessel. Vines cover the ship’s shattered hull. Little more than a moldy deck and toppled masts remains. Bits of frayed rope and broad scraps of patchwork fabric litter
is indifferent to the characters and attempts to hide from them if they remain on deck. It tries to flee if cornered within its den. Treasure. Bones and scraps of hide litter the displacer beast’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
missing bits of what they know, all the while chiding the characters for missing important clues. If the characters haven’t yet heard about the Dhargun Ironworks caravan’s imminent trip to Horn Enclave
absolutely free to come up with other methods of seeking the final orrery component. Even though the dwarves of Clan Horn remain furious at Acquisitions Incorporated and the enclave’s defenses are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
bones are all that remain of mongrelfolk who perished and were eaten. The survivors beg for food. S15f. Singing and Dancing Mongrelfolk Eight mongrels caper about the wreckage of this bedchamber while
room contains a fort made out of piled bits of shattered furniture and torn draperies. From within the fort, you hear a mischievous cackle. Two mongrelfolk live in the “fort” but refuse to come out unless baited with food. While hidden under the wreckage, they have three-quarters cover.
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
wall was available for public use and did not hold any personal papers. A few crumbling sheets of blank parchment, a quill, and a dried-up inkwell remain here. H6. Upstairs Landing An open landing waits
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Star Forge Locations These locations are keyed to the map. Dyson Logos Map: Star Forge View Player Version 1: Broken Bridge Crumbling piers and shattered bits of arches are all that remain of this
destroy it, the characters must reduce it to 0 hit points and then feed the broken pieces into the furnace. If Brimskarda, her nephews, Akaanvaerd, or any of the other residents of the crater remain
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
deck is slick with algae and seawater. Amid the tangle of rigging, splintered railings, and stray seaweed, you spot boots, bones, and bits of gore that seem considerably more recent than the wreck of
now serves as a nest for the harpy that has made Compass Rose its lair. The basket-shaped area is stuffed with wood shavings, dry grass, and shredded canvas from ships’ sails. Bits of bones, tufts of
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
. The interior walls are mostly demolished, though a few remain.
The only room that still stands is in the southwest corner; it can be entered by a single door. This room is Arthur’s library (area 2
him and gives him the bottle. Ignis then sits on the table by the fire and, heating bits of spare metal, goes about crafting what appears to be a homemade sword. Unless drawn by strange noises or her
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
aarakocra are alert but remain perfectly still; they do nothing other than defend themselves and obey Sansuri’s commands. Any creature that jumps or falls into the hole plummets to the ground far below unless
floor around them is littered with bits of broken wood. The griffons can’t attack creatures outside of their cages, but they make a ruckus when intruders enter — so loud that Countess Sansuri can hear
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
and remain here, they reset the trap within a day after it has been triggered. Secret Stairwell. The secret door behind the east statue is well hidden, requiring a successful DC 18 Wisdom (Perception
). ARUNDIL'S ANIMATED OBJECTS
A century ago, the dwarf mage Arundil animated a number of objects to defend the Foundry against intruders other than dwarves. Many of these creations remain in place today
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
corridor leads into the west wing of the house. The walls are bare and bits of smashed furniture lie upon the floor. Ahead of you, another corridor leads toward the rear of the house.
A staircase on
in several places. Under the stairs at the north end of the hall, a third corridor leads east.
The stairs show considerable wear and creak ominously when tread upon but remain strong enough to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
all that remain in this large room. Words are carved into a double door that leads south. Doors also exit to the east and west; the one to the west bears a large “X” in dark red.
The tunnel from the
investigate any sounds of intruders. G6: Prison Two spiked cages are jammed with old bones and bits of decaying flesh. A woman with red skin wrapped in loose chains sits on the floor.
Duergar
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to him.
Every day and night that the characters remain in Barovia, one or more of the vampire’s spies check on them and attempt to return to Strahd with a report. When a spy appears, characters who
berserkers shun civilized folk. They try to remain hidden and withdraw if they are spotted, attacking only if trapped or threatened. Corpse This encounter occurs only if the characters are traveling
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the middle of the chamber, steam rises from a well of boiling mud.
The slabs are worktables covered with tools used for chiseling and carving stone and crystal, as well as weapons and bits of armor
and melts away. Ironfang and the portal remain. Encounter with Ogrémoch Marlos Urnrayle appears much as he does in the previous section. When the characters arrive, he holds Ironfang aloft and intones
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, chisel, or similar tool to remove the gold inlay from the geometric engravings. Only a few worthless bits of gold remain. A thorough search of the furnishings in the eastern room yields nothing of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next deck amid crates, barrels, and broken bits of equipment.
Moving among the detritus are four creatures. Three of them are small, repulsive, purple things that float above the ground and pull
system to remain operational for an additional 24 hours. N6. Propulsion Room This room contains a five-foot-diameter sphere of shiny black metal with small, transparent, hexagonal windows. Sharp metal
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->Dragon Delves
characters, they lift their heads and begin singing more loudly, shaking the ground and making bits of gravel fall from the ceiling as they try to entertain their unexpected audience. When the characters
in this cave. They are desperate to avoid the unwelcome attention of Lashlo, the djinni in area N10, and try to remain as silent as possible. Development. The galeb duhr’s caution is unwarranted
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
one of the characters. The doppelgangers aim to isolate the characters, slowly assuming their identities until none remain. P16: Knock, Knock A few cots lie scattered around this room, as well as a
hidden spear held in place by magic. When a creature enters this room, and every minute afterward until no living creatures or spears remain, ten of the spears shoot from the wall. Creatures in the room
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
doors have opened. If any cultists remain in area A7, the hear the fighting and retreat to the palace (area A18). Treasure If the characters loot the tombs of the Tyar-Besil, they find 3d10 figurines
dwarves. The far wall is pocked and pitted with holes in the masonry where gemstones once surrounded an altar in the shape of an anvil. Now only the chipped remnants of garnets and agates remain. In
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a thick layer of rot and debris, within which can be seen scraps of leather, the husks of countless dead insects, and bits of rusted metal. A doorway in the far wall has collapsed and is fully blocked
debris and dead insects coats the floor of this area, its contents remain largely intact. Four trestle tables, a side table set with what looks like cups, and two dozen chairs stand covered in dust
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
within, there are thousands of inconsequential recipes, old songs, bits of history, journals of long-dead folk, and myriad other pieces of writing of no lasting importance save to the monks of this place
copies of rare spells to sweeten the deal. Services Those who come to Candlekeep are permitted to remain for one tenday before departing, and must remain away for at least a full month before returning






