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Returning 35 results for 'before blood diffusing corner ripper'.
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Magic Items
Dungeon Master’s Guide
cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be
book eventually, usually when a new author adds pages to the tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it re-forms in some far corner of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty.
Howlers rely on speed, numbers, and their mind
-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare in horror and stumble
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can
Magic Items
Keys from the Golden Vault
and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
Nature can’t
the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can unearth a phrase hidden
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Dead Man’s Corner A sea hag named Olive Stillwater sells human zombies out of this dilapidated shop. She appears as an old woman covered with snails and barnacles. Olive keeps a dozen human
zombies in her cramped shop. “They’re great for setting off traps!” she says with a chuckle. As payment for each zombie, she demands a tiny vial of the buyer’s blood and three hairs plucked from the
Orc
Legacy
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Species
Volo's Guide to Monsters
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
to all orcs, and they adorn their bodies, possessions, and lairs with pigments that produce those hues. Red ochre is used to represent blood, grayish-white ash to represent death, and charcoal to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
6. Sacrificial Chamber Unless they are lured to area 5 by sounds of battle, four yuan-ti broodguards (see appendix D) stand guard in this chamber, one in each corner. A bloodstained altar stands in
blood to drain into the walls. Clay urns overflow with wet bones and gore.
Fenthaza routinely sacrifices prisoners on the altar. As they die, their blood drains into the pool in area 9. A captured
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, and skin painted red with blood. He waves a gnarled staff made from a black branch and babbles at you. The man is a druid (NE male human) who fights only if cornered. Otherwise, he tries to flee by
, for I have the vampire’s staff!” A secret door in the north corner of the west wall can be pulled open to reveal a bedroom (area W17). Treasure The druid wields a Gulthias staff (see appendix C), which can be used to destroy the blights in the winery.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they can to undercut you. 5 Vigilante. A citizen you wronged has sworn vengeance. Around any corner, you might find yourself facing a vigilante or a posse of angry citizens out for your blood. 6 The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. First Blood If the characters have forged an alliance with Xarann A’Daragon (see area 17d), he goes on ahead of them and distracts the drow in area 18b, allowing the characters to gain surprise
that serve as Drinrith’s bodyguards.
Wreckage. Wrecked furniture lies piled in the southeast corner. Rubble chokes a great fireplace in the north wall.
Thirteen of the male drow are standing in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
were destroyed long ago. They have spent the last fifty years imprisoned by Ezzat, thirsting for blood. Neither Sabatene nor Tebran can enter the stalagmite without Ezzat’s invitation, since the tower
be pried out of the door with a dagger or similar tool. Foyer A wooden coat rack stands in the north corner of this otherwise empty room.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
though the cracks, allowing you to glimpse a gaunt shape in the far corner. Doru The shape is Doru, a vampire spawn sent by Strahd to torment Donavich and cast down the church. Doru is starved for blood
in the ceiling of this moldy room, which contains a few broken roof shingles amid puddles of water. In one corner, set into the floor, is a heavy wooden trapdoor held shut with a chain and a padlock
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
empower and activate it. Then blood and battle such as this world has never seen. Any survivors among the demon lords will be sorely weakened, and should be far easier to destroy.
“All I need are the
necessary ingredients,” Vizeran says, “and, ideally, a look at Gromph’s grimoires and notes from his sanctum.” Where the drow archmage watches you, a thin smile curls one corner of his mouth.
The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
15. Elemental Checkpoint Blood streaks the floor here, including the smeared trail leading back to the teleport chamber and a second trail of bloody boot prints heading up the corridor to the north
from a distance. A large, round table with four chairs sits in one corner of the room, with shelves and workbenches arranged along the walls. Books and papers are scattered on the table, along with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
on this location. Treasure Mobar’s cave is unfurnished except for a moldy old wooden chest sitting on a natural shelf 10 feet off the floor in the room’s southwest corner. The chest is unlocked and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
E2. Blood of the Vine Tavern A single shaft of light thrusts illumination into the main square, its brightness looking like a solid pillar in the heavy fog. Above the gaping doorway, a sign hangs
precariously askew, proclaiming this to be the Blood on the Vine tavern. The tavern building is about 60 feet square. Close inspection of the sign reveals that it originally read “Blood of the Vine.” (An
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
U4, and she investigates. U4. Living Area A copper basin on a wrought-iron stand rests on the floor in the middle of this cave. A pool of smelly water fills the cave’s northwest corner.
Murgaxor
lived here before decamping to the Ruins of Caerdoon for his ritual. Y’demi (neutral evil human Oriq blood mage; see chapter 7) resides here now, waiting for Murgaxor’s imminent call to join him. Copper
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Encircling the hall at a height of fifteen feet is a wooden mezzanine that can be reached by a cage elevator in one corner. West of the dining room is a cozy niche with a fireplace, three padded
hangs in the fireplace of this cluttered kitchen, and stout worktables sized for a dwarf are covered with handy implements. A closet pantry stands in the corner next to a door that leads outside
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wine shipments for the past century. A cursory examination of recent records reveals that almost all shipments are made to the following locations: “BV” (the Blood o’ the Vine tavern in the village
of the chest are described in the “Treasure” section below. A secret door in the north corner of the east wall can be pushed open to gain access to the loading winch (area W16). Treasure Inside the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
erupt from the southeast corner of the manse, signaling the presence of orcs nearby.
Characters who understand the Orc language can overhear the orcs planning some sort of attack. Gulthias Tree. The
branches of the tree with ease (no ability check needed). The Gulthias tree is a Huge plant with blood for sap. It has AC 15, 250 hit points, vulnerability to fire damage, and no actions, reactions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
growls, “Only those of Brandath blood are welcome here! Begone!” The treant is particularly surly, it being winter and all. If someone other than a Brandath descendant tries to open the mausoleum, the
ask Renaer to admit them to the Brandath family mausoleum, he agrees to do so. Because the treant can sense that Renaer has Brandath blood in his veins, it allows him and those he calls his friends to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
15. Elemental Checkpoint Blood streaks the floor here, including the smeared trail leading back to the teleport chamber and a second trail of bloody boot prints heading up the corridor to the north
attacked from a distance. A large, round table with four chairs sits in one corner of the room, with shelves and workbenches arranged along the walls. Books and papers are scattered on the table, along with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
characters’ investigation. En route to the tavern, “Blood in the Streets” is a chance for characters to see the City Watch in action. If the characters decide to look around, “Searching the Dock Ward” gives
opportunity for the characters to get information from the patrons, which leads them to “Candle Lane,” where their quest continues. Blood in the Streets As the characters travel through the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
as it sees a creature leave area K4 or K5, the death knight moves to intercept and slay the escapees. K4: Fountain of Blood Stagnant blood fills the basin of an old fountain at the center of this
chamber. The tranquil surface seems to reflect something odd.
Vecna included this fountain of blood in his unreality to taunt Kas, who knows it’s here but can’t drink from it while chained in area K5
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Chute This eight-foot-high cave is unfurnished and unlit. A hole in the southwest corner is the mouth of an open chute that reeks of blood and filth.
If they have not been lured elsewhere, two white
slips and tumbles into the ravine, landing in soft snow. Gore from the slaughterhouse (area Q6), not to mention human waste, is routinely dumped down the chute, which is stained with blood and filth
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
apples tumbling down the alley. The tiefling boy is thrown from the cart but not seriously hurt. The boy is one of three street urchins who teamed up to steal the apple cart from a nearby street corner
. Painted in blood on the kitchen wall is a circle with ten equidistant lines radiating outward from its circumference: the sign of Xanathar. A thorough search accompanied by a successful DC 12 Wisdom
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
might hail from any corner of Krynn. Below are just a few of the distinct human nations of Ansalon. You might be a member of any of these societies, or you can choose another home to define as you
inhabited by kender, scattered human tribes wander the Dairly Plains and coasts bordering the Blood Sea of Istar. Many inhabit ancient Istarian ruins, occasionally forced to grapple with half
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
80. Red Library The characters might arrive here by way of the tunnel to the east, or through the alcove in the southwest corner if they activate the purple-trail archway in area 79. Soft dulcimer
music fills this room, the walls of which are painted the color of dried blood. Bookcases draped in cobwebs and dust line the walls and stand four deep in the middle of the room. Hundreds of leather
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals powerful and vicious enough to command their loyalty. Howlers rely on speed
, numbers, and their mind-numbing howling to corner prey before they tear it apart. Their howls flood the minds of their victims, making complex thought impossible. Listeners can do little more than stare
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
nature. Nylea might instruct the characters to defend a corner of the Nessian Wood, pitting them against poachers, sport hunters, unnatural abominations, and ordinary people who want to develop the
her or trying to find a new divine patron to protect them. Myth of Halma, Nylea’s Emissary
One day, Nylea came upon an enormous lynx lounging in the shade of an olive grove, blood on its maw, the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Overseer’s Room The walls and ceiling of this devastated room have mostly collapsed, and falling rock has smashed all the furniture except a sturdy chest in the south corner. Vials of blood, pouches
black marble statue lie shattered on the floor. In the northeast corner of the room, four derro use hammers to clear rubble from a blocked passage. Four zombies accompany them, clawing mindlessly at the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Blood Pens The Red Wizards are breeding and raising monsters in their own foul nurseries. Locations in the Blood Pens are identified on map 5.4. Map 5.4: Blood Pens Vermin Halls The vermin-summoning
decor in the east end of the room, which contains a great seat of white marble. Some of the magic lights are shrouded, so that side of the room is dimly lit.
In the northeast corner is a black gate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
in darkness, closing as soon as they feel light’s kiss. Domains of Dread In a far-flung corner of the Shadowfell drifts a hidden expanse of roiling mist and vague semireality. At this eerie edge of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Book Description Sarah of Yellowcrest Manor is a leather-bound book with brass corner fittings and an intricately carved brass clasp that holds the book shut. Embossing on the cover depicts the same
appeared to me as bubbling blood. Lord Viallis stood next to it motionless, one of his vile books in hand, and muttered something I could not hear. I slipped away quickly, though I fear he might have
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
coming from areas 7d and 7e.
Circle. In the middle of the floor is a 10-foot-diameter circle of entrails surrounded with ghastly script written in blood (see “Abyssal Circle” below).
Furnishings. Four
his head. (His weapons, shirt, and armor lie in a pile in the northeast corner.)
Sylkress. Unless she is drawn to area 7c by sounds of combat there, a female drow elite warrior named Sylkress






