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Returning 35 results for 'before blocking dwelling crawling run'.
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Kobold
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Species
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
Monsters
Fizban's Treasury of Dragons
visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon
.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I
Monsters
Fizban's Treasury of Dragons
spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with the dragon’s mood.
Embodiment of
artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait to meet one, I hone them on other
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
toy 8 Unseen servant 9 1d4 Barovian commoners 10 2d6 crawling claws 11 1d6 shadows 12 1d6 swarms of bats 13 1 crawling Strahd zombie (see appendix D) 14 1d4 + 1 Vistani thugs 15 1d4 wights 16 Trinket 17
Giant spider cocoon 18 1 Barovian witch (see appendix D) 19 1d4 + 1 vampire spawn 20 Strahd von Zarovich (see appendix D) Use the descriptions that follow to run each encounter.
Backgrounds
Guildmasters’ Guide to Ravnica
alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
fungus field.
5
I can’t fathom what could have made my childhood friend run off and join the Gruul.
6
I love comparing notes with my friend in the Izzet, though our fields of research are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(who has darkvision) or catch her by surprise. This Barovian witch is one of the servants of Strahd dwelling in area K56. She is calling out the name of her black cat familiar, which has gone missing
. Crawling Claws A mob of severed hands, their mummified flesh black with soot, skitters out of the darkness across the dusty floor. The crawling claws gang up on one party member. During the confusion
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
him back to his palace for punishment. Hook. Astarion (Medium Vampire Spawn) invites the characters to Rat’s Run to socialize. Astarion then notices several disguised members of Cazador’s “family
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
purification plants in the sewers as well as elsewhere in the Cogs, but street gangs run rampant nevertheless—sometimes wreaking havoc, sometimes maintaining their own semblance of order and harsh
explores the relics left by an ancient group of wizards devoted to the study of the daelkyr. Or inquisitives investigating the corruption of the Cathedral of the Cleansing Flame in Sovereign Towers (in Middle Central) might discover the archierophant’s ties to a rakshasa dwelling in Khyber’s Gate.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Since the return of the svirfneblin to Blingdenstone, the deep gnomes have studiously avoided sections of the old city that Ogrémoch’s Bane and Neheedra inhabit, blocking it off from the rest of the
Inner Blingdenstone, but are empty and strewn with rubble.
Humidity. A few shallow pools and streams run through the area, making the air damp and chill. Pools are difficult terrain.
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
unpredictability.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lintels run the length of the passage. The corridor abruptly widens to a cube fifteen feet on a side with a corrugated floor. In the ceiling of this area, a bronze, circular trapdoor is set. The cover is
bludgeoning damage and isn’t knocked prone. A creature that moves only by crawling on the floor, using the corrugated surface to maintain one’s grip, is safe from the wind.
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
predictable only in my unpredictability.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
atmosphere and is occupied by isolated groups of inhabitants. Toril’s space-dwelling communities generally congregate in a cluster of asteroids that trails behind Selune in the same orbit. This cluster, called
. Garden is a refuge for spacefaring pirates, who hide their spelljamming ships in the maze of passageways that run between Yggdrasil’s Child and the planetoids, and might do the same in the craters and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
disappear from sight, shrieking for help.
A distraught woman runs out of a nearby house and sprints to the edge of the hole, which crumbles away, spilling her in as well. More people run from other
homes. Calls of “A rope, a rope!” and “Get a ladder!” fill the air.
Any creature that moves to the sinkhole’s edge without taking precautions, such as lying flat on the ground and crawling forward or
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
If
encounters in the adventure. Here are the steps you should follow to run it effectively: Review the goblin stat block in appendix B. Since the goblins are hiding, you’ll need to know their Stealth skill
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for different reasons (see area C12 for details). A hag stole Heluthe’s corpse a few years ago and replaced it with a scarecrow and two crawling claws that try to murder anyone who releases them. If
harmless chill run through them. Treasure. Baron Brantifax had no heirs when he died, so he was buried with his gold signet ring (25 gp), which bears the silhouette of a stag. Using the Shadow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
explorers) that the Fine Fellows would run roughshod over the monsters dwelling within. Boy, was he wrong. Like most villainous groups, the Fine Fellows lacked cohesion. Fed up with his companions
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
lead to the Temple of Chaos and to the Abyssal Gate. 17. Crawling Hall Two enormous pillars on the far side of this chamber emit brilliant white light that holds the attention of dozens of giant vermin
crawling on and around them. The vermin occasionally fight among themselves, but most of these creatures move sluggishly, as if the light has subdued them.
Glowing Pillars. The pillars emit magical
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, with a several batteries of ballistae on impressive cog-run cranking mounts that allow for a nearly constant cycle of firing and reloading from any of the wall emplacements. Though the folk of
gardens behind plank fences or fieldstone walls are the tunnels that constitute the true thoroughfares of Hardbuckler. Beneath each small dwelling is an extensive cellar, often three or more levels in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
against intruders, and their plans always include knowing the best escape routes and who is responsible for blocking tunnels to deter pursuit. Kobolds feel a cool affinity or something like kinship for
instinctively attack the gnomes. Kobolds in battle with gnomes are much less likely to run away because their hatred overrules their sense of self-preservation. A kobold’s cautious nature doesn’t mean it
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
. Unless… did the skeleton just move?
Small, harmless crabs are crawling over the skeletal remains, causing the illusion of movement. C6: Crew Quarters Six double bunks line the edges of this cabin
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-dwelling gnomes can fall prey to this sort of obsession as they pursue their projects, and in such cases it’s much safer for them to stay in their homes, since a gnome wandering the streets deep in thought is liable to walk into a moat or be run over by a wagon.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Their heads are crowned with prominent crests, and fins sprout from their forearms, calves, and shoulders. Their digits are webbed, allowing them to swim as quickly as they can run. Well suited to life
of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
storm cloud fortress that belongs to Tygrant, a reclusive empyrean banished from Mount Celestia for his pride. Zephyr Stables, a floating pegasus ranch run by Cassandra Caeneus (lawful good, human
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Introducing Characters To run this adventure, first present the character sheets in front of the players and read the following text, which covers the basics of a character sheet. You should use the
an ability check or saving throw is the number that a player’s roll must equal or exceed to succeed.
For example, if the Barbarian wants to move a heavy boulder blocking the mouth of a cave, that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can conveniently be the next one the characters pick after returning from the third portal, unless you want to have the characters run through more portal encounters. When the characters enter the
leave Dangerous Business. If they want to explore The Maverick first, that enormous ship is crawling with elite Dran Enterprises operatives (use the veteran stat block), all of whom know to kill
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
demonstrating just how superior a giant’s strength is compared to smaller creatures. Such a boss might run a protection racket, a group of highway robbers, or a kidnapping ring. A giant boss might even take to
my life. My advice is to heed those whose minds are as expansive as their deeds.
—Bigby
A giant who serves as a tutor to adventurers is often an exile from giant society, dwelling by necessity or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
kiddywidgets as hostages (see “Kiddywidget Nests” below). The skitterwidgets won’t do anything that might harm their young. If the characters are eager to fight the skitterwidgets, run that combat now
constructs, three figures in custodial uniforms—a halfling, a dragonborn, and a human—are crawling around on the floor as though searching for something.
The insectoid creatures are three
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and blocking the exit. Alstare doesn’t immediately attack the characters but instead questions them. If it becomes clear they’re enemies of the Red Dragon Army, he offers a deal. In exchange for the
shares how the altar in area S4 functions. If refused or attacked, Alstare flees, then harasses the characters with hit-and-run tactics, seeking to make them his vampire spawn. This tomb is Alstare’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
through the door to the east. They use hit-and-run tactics to harass the characters and try to lure them into triggering the traps in the Winding Way. 12. Hallway Guardroom The hallway widens out into
wall, effectively blocking it, is a large crystal statue of a minotaur.
One ogre zombie, two ghasts, and one minotaur living crystal statue (see appendix C) guard this area. Unless a character in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
make a DC 16 Dexterity saving throw as the south end of the path collapses, blocking the way to area R7. On a successful save, the creature safely dodges back into area R3. On a failed save, it takes
gods’ favor. The flames blazing through the tombs are fire from the Cataclysm. They used to be confined to Sarlamir’s tomb, but now they run rampant. Jandin doesn’t know why (she’s unaware of Lord
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Stage 1: The Dran & Courtier? The Dran & Courtier is normally a fine inn run by Prophetess “Propha” Dran, who happens to be Omin Dran’s mother, and her wife, Audra Courtier. The inn is a favorite of
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reach area 9 by climbing through the openings in the frame of the water wheel and crawling along its iron axle. This is a dangerous act, and getting from one side to the other requires a successful
a ritual that lets them possess humanoids by “crawling under their skin.” (The elves have seen the ritual performed in Kartha-Kaya’s hut.) The yakfolk ambushed a patrol of dwarves from Citadel Adbar
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
of tough silk over metal frames. Against the west wall stands a metal cabinet adorned with symbols of coins crawling on spider legs.
When the mind flayers attacked, the drow denizens moved the large
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to






