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Returning 29 results for 'before booming dwelling continue reside'.
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Monsters
Fizban's Treasury of Dragons
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
Monsters
Fizban's Treasury of Dragons
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by
Kobold
Legacy
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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
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Scarlet Coliseum Jeers and shouts rise from this open-air coliseum made of deep-red stone. Over the sound of roars and clattering metal, a booming voice excitedly commentates on the fight.
The
booming voice is the magically amplified voice of Khai Kiroth, the coliseum’s pit master and commentator (see the “Casino Pit Masters” section earlier in this chapter). Watching a coliseum match is free
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
guidance. A booming voice from the statue replies, “This is your final test, Xia. Do not fail me!” Xia then rejoins her ghouls and fights to the bitter end. Roll Initiative for Nezzarum. On his turn
, he emerges from the secret door in the back of the statue in area T13 and comes to join the fray, trusting that the adventurers are the heroes he’s been waiting for. Meanwhile, the zombies continue
Orc
Legacy
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Species
Volo's Guide to Monsters
who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods.
Booming Birth Rate
In order to replenish the casualties of their endless warring
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth.
“Halt. You come before Diderius, ether walker and conduit of clairvoyance
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
shattered features staring down at you. Two voices issue forth in unison, booming out as though erupting from the deep earth.
“Halt. You come before Diderius, ether walker and conduit of clairvoyance
continue to show proper respect!” They then revert to their original positions. The adventurers’ positive response earns them beneficial warnings, courtesy of the magic of Diderius. Warnings are
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Terminology The Astral Plane is, quite literally, the plane of stars. More precisely, it is where the stars and portals to the heavens reside—an infinitely vast celestial void that surrounds all the
. Creatures and objects in Wildspace age normally and are effectively on both of those planes at once. If you were to leave your home world and continue outward until you neared the edge of your
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
relic disappears, the oracle says in a booming voice, “You have done a great deed for all giants! A new path lies before you!” For each relic that the characters offer as tribute, a stony bas-relief
. The conch you seek is close to her.”
“The great river” refers to the Dessarin River. The hill giant den lies along one of its eastern tributaries. When the characters are ready to head there, continue
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reside in Bytopia and on other planes far from the Material Plane, locales where they can access and harness powerful energies. They have unlocked secrets of the multiverse that enable them to fashion
-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->Mordenkainen's Tome of Foes
. Hill dwarves view their mountain cousins as overly grim shut-ins who refuse to believe that life is anything but a constant battle for survival. Mountain dwarves view their hill-dwelling relatives as
Toril were one people dwelling in the mountains where three continents — Faerûn, Kara-Tur, and Zakhara — met. A gradual diaspora over millennia spread them across the world, giving rise to diverse
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
spell is triggered, causing the following message to be spoken in a loud and malevolent voice: “Welcome, fools — welcome to your deaths!” Booming, fiendish laughter follows the spoken message. Each
area 18; they are in poor condition but still usable. If the characters found the tracks in area 1 that lead here, they discover that the tracks continue into area 10. If they failed to find the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mountains and succeed on a DC 15 Charisma (Persuasion) check, the soldiers invite the characters to camp with them for the night. On a failed check, the soldiers dismiss the characters and continue their
mountain-dwelling gnomes. The gnomes raise goats and sheep in the valley and mine metals in the surrounding bluffs. Five guards (lawful neutral, gnome scouts) watch the canyon entrance at all hours. If
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
end that spell, so you might not want to take them and keep the spell going instead, so as to continue benefiting from the cold damage it delivers. How does barkskin work with shields, cover, and
of 1, assuming you cast goodberry with a 1st-level spell slot. Can you use green-flame blade and booming blade with Extra Attack, opportunity attacks, Sneak Attack, and other weapon attack options
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from the remains of a wooden table.
Six bugbears reside in this chamber. They are loyal minions of Nezznar. This room marks the front line in the Spider’s assault on Wave Echo Cave, and the bugbears
breath weapons of Dragons. W16: Booming Cavern A narrow ledge overlooks a large cavern that houses a surging, seething body of water. The rhythmic booming heard throughout the mines is louder here. At
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Candlekeep for study. Matreous explains that he would dearly like to continue to explore the mansion’s mysteries himself, but he could be much more useful back in Candlekeep. Thanks to the research he
studies. In exchange for Fistandia’s pious service and achievements in expanding the arts of magic, Mystra granted Fistandia a permanent extradimensional mansion for her to reside in when studying in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the chamber inside each stone giant settlement where they “reside.” A dead (or sometimes merely dying) stone giant is carried into the ancestors’ chamber and leaned upright against the end of one of
to live outside the company of other giants, it isn’t necessarily alone in its stronghold. Storm giants share their abodes with other creatures that are comfortable in the environment: a sea-dwelling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
touched, the dragon skull screams “Alarm! Robbers!” in Giant until the skull is smashed to pieces, which continue to quietly whimper for some time thereafter. 21. Jarl Grugnur’s Private Cavern The chief
of the frost giants and his lady reside in a secluded chamber on the southeast edge of the stronghold’s lower level. Living Area. The western part of this chamber contains a huge table, four chairs
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
of the early knights achieved renown for their heroics. Today, the Knights of the Unicorn continue to call the Helm and Cloak their informal headquarters. The establishment is even run by two retired
. Longtime regulars and merchants who reside in the Upper City get most of the prime placements, while those who are less established — or stingy with Hiller’s expected bribes — get undesirable places
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of the early knights achieved renown for their heroics. Today, the Knights of the Unicorn continue to call the Helm and Cloak their informal headquarters. The establishment is even run by two retired
morning. Longtime regulars and merchants who reside in the Upper City get most of the prime placements, while those who are less established — or stingy with Hiller’s expected bribes — get undesirable
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
accounting, brewing, and medicine, are allowed to continue plying their trades. Skilled slaves receive better treatment, at least in the sense that an owner uses less force with a delicate tool, but as
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
while engaging in telepathic conversation, but they aren’t expecting an attack. The fanatics have told the mind flayers to expect surface cultists, such as the aberrant zealots who reside elsewhere in
.
Illithinoch’s infected elder brain (see the accompanying stat block) squats in the fluid remaining in this pool, occasionally running its tendrils across the mold-crusted rim and dwelling on its obsessions
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
feels a profound sense of purpose and gains the benefit of the bless spell for 1 minute. They can choose two other creatures they can see to gain the spell’s benefits as well. 67–72 A booming voice
the Material Plane after death, they either dwell in the Astral Plane as spirits or are pulled toward one of the Outer Planes to continue their journey. But some entities find ways to travel beyond
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
pocket inside each room. The rooms otherwise contain nothing of value. S16b: Elders’ Quarters. A vegepygmy moldmaker and five vegepygmy scavengers reside in this spacious former lounge. These
. On a failed check, the robots continue their assault. S26a: Detention Cells. This room contains six containment cells, each protected by a permanent Wall of Force spell. The spell can be disabled or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
corpses include dead explorers, troglodytes, and cave-dwelling creatures. A wicked spirit of hunger (use the wraith stat block) resides here, a sliver of the lesser god Laogzed’s power. The troglodytes
(lawful neutral suits of animated armor) emerge from the wall to replace any that were slain. These reinforcements continue to appear until the characters leave the area or die trying. Escaping the






