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Returning 35 results for 'before both document carved replace'.
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Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
adventurers possessing a charter of exploration issued by Commander Liara Portyr of Fort Beluarian. If the party has no such document, the patrol tries to confiscate the adventurers’ critical gear and advises them to replace it at Fort Beluarian — and to obtain a proper charter while they’re at it.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Talos. When in the caves, however, she is in her chambers praying. Talos has rewarded Gadrille for her devotion with a pet, whom she calls “Tooth-N-Claw.” This beast uses hell hound statistics but replace
by Talos enters the pool or starts its turn there, it takes 4d10 psychic damage. Shrine Chamber This area is Gadrille’s private shrine. In addition to the carved limestone likeness of Talos in one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
was so powerful that he ruled two layers of the Hells, Maladomini and Malbolge. He conspired to topple Asmodeus and replace him, which in itself was not a crime. But in order to work his plans, he
bizarre of punishments. In that time long past, Baalzebul believed that he could cast Asmodeus as incompetent and amass a force to replace him before Asmodeus’s allies could act, but his calculations
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
21. Zombie Door Adventurers on the balcony hear guttural moans coming from this door. Three oval holes are carved into a nine-foot-wide, nine-foot-high stone door at human head height. As you
33 or more can lift the door. The zombies attack any creatures they can reach. Withers and his tomb dwarves replace destroyed zombies within 24 hours.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Ballroom Pillars and Ceiling. Ten pillars carved with friezes of drow warriors support the 50-foot-high arched ceiling, which is engraved with web-like patterns. Two pillars have toppled at the
Wisdom (Perception) checks that rely on sight. Replace the cloud giant’s spells with the following: dancing lights at will, and darkness and faerie fire (save DC 15) each once per day.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
portraits magically spring from their paintings, gaining the statistics of flying swords, and remain detached from the paintings thereafter. Replace the wands’ Longsword action option with the
. The Dragonchess set weighs 30 pounds and has beautifully carved and enameled pieces. A character who succeeds on a DC 25 Intelligence (History) check realizes that the set is one of four made by
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. In the center of the image is a triangle pointing downward. An earth elemental looms over a group of warriors. A triangle pointing downward with a horizontal line through it is carved into its chest
tile pattern that binds them has fallen apart. Tiles If the characters don’t replace the four fallen tiles in their proper sequence, all four statues revert to their true forms at the same time and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, a githyanki knight with 140 hit points, stands at a 5-foot-diameter round table in the center of the room, poring over reports written in Gith that document recent clashes with the mind flayers on
level 17.
Dragon. Zolcharrx, a female young red dragon, is curled up in a corner of the room, watching Al’chaia wearily.
Furnishings. A huge, well-carved canopy bed standing against one wall has a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
in the camp: Chieftain. Roll a d6. On a 6, replace the chieftain with the tribe’s king or queen (described in appendix C). Otherwise, the chieftain of this clan is a gladiator in hide armor who speaks
and Druidic, and has Survival +4. In public, the shaman dons a wooden mask carved in the likeness of a bear, an elk, a tiger, or a wolf, as befits the tribe. 36 Hunters and Warriors. This number
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
quickly to invaders. In well-traveled areas, ramps replace stairs, making it easier to snake-bodied yuan-ti to move between levels. A yuan-ti settlement usually has a paved plaza, and major roads are also
paved. Fountains, gardens, and carved, freestanding columns are common elements. Six-foot-high walls high divide the community into city blocks or districts, with open arches allowing traffic to pass
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of winter scenes. Set into the back wall is a door inscribed with a large snowflake. A single word is carved into the lintel above it.
Characters who succeed on a DC 10 Intelligence (Religion) check
correctly surmise that the snowflake inscribed on the door is the Frostmaiden’s holy symbol. The word carved above the door depends on which area lies on the other side: Door to Area G16. Carved into
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
animate statues return to their alcoves and deactivate. Ancient jade statues animate to defend the secret ruins beneath Yongjing S2: Hallway Alcoves A long hallway is roughly carved out of the
information: Secretary Wei believes the emperor is dying. She has secretly been sending agents to ancient imperial sites across the land to search for something called Dragon’s Blessing (the document
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of
action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Sensates sequester these and other restricted sensations in a demiplanar sanctum accessible only to trusted members. Calder Moore Intricately carved fountains and crystal pools decorate the grounds
prepare official proclamations for posting. In theory, anyone in Sigil with proper approval can request a specific document or wade through the hall’s dusty stacks, but the process is mired in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of
Acid damage. Alchemist’s Fire (50 GP) When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist’s Fire. Target one creature or object you can see within 20
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
end of Amrik’s next turn.
L4. Laraelra’s Cabin The lock on Laraelra’s cabin door has rusted to the point of being useless, and she hasn’t bothered to replace it. Consequently, her cabin is
of mismatched wooden furniture, including a bed with posts carved to resemble mermaids, a nightstand, a wardrobe, a writing desk with a fur-draped chair, and a small dining table surrounded by four
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
as their strong right hands. Stone giants and fire giants settled on the mountaintops and in the sprawling caverns beneath them, where they carved and forged the greatest works of giant art and craft
is iconic to many D&D settings. In your own world, you can replace Ostoria with another giant empire or adapt it to create your own origin story.
VONINHEIM, THE LOST CAPITAL
Voninheim (“Titan
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
through a gap in the ancient stone wall. It emerges into a chamber thick with dust and old air. Atop a low dais to the north stands an altar carved with candle sconces, a shallow basin, and stylized
mouths. These creatures use the kapak draconian stat block (see appendix B), but replace their Dagger attack with the following attack: Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, with two entrances carved into the cliff face and secured with heavy iron portcullises.
Eighty prisoners (commoners) labor here under the watchful eyes of ten duergar. The duergar pay little mind
Darkness, the prisoners start another riot and overcome their captors. B5: Inner Yard This empty yard is hemmed in by a rocky cliff on its eastern edge. A flight of stairs has been carved into the cliff face
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
THE MIND FLAYER
Nihiloor the mind flayer has carved out its own lair within Xanathar’s lair (areas X23 through X26). If Nihiloor is killed earlier in the adventure, replace it with a mind flayer named
through Undermountain and Skullport, which is described in Waterdeep: Dungeon of the Mad Mage. When the characters find the staircase, read: The walls of this narrow, spiraling staircase are carved with
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your
use magic runes to enhance your gear. You learn two runes of your choice, from among the runes described below, and each time you gain a level in this class, you can replace one rune you know with a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Each side bears the image of a towering mountain with a carved gemstone at its heart. A long roll of cloth props one side of the double door open. A fissure in the wall opens to a tunnel leading west
.
The cloth propping open one side of the double door contains the withered corpse of a human smuggler. The tunnel leading from the crevasse to the west is 5 feet high, with occasional carved steps
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
and other humanoid bodies. 21. Ice Cavern A warning carved into the icy floor in Giant with Dwarvish runes clearly shows that this place is to be shunned. Ten feet beyond where the passage turns to the
document serves as a token of free passage to the hall of the fire giants. The biggest hill giant knows that they are bound south to King Snurre’s realm after seeing the jarl, intending to take a message
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lock, burning hands, comprehend languages, counterspell, darkvision, dimension door, find familiar, levitate, sending, and unseen servant. (You can replace any of these spells with a spell of the same
level.) Treasure. The Dragonchess set is made of hand-carved ivory and is worth 500 gp. K5. Garbage-Filled Room This room is on level 1 of the outermost tower but isn’t accessible from that floor. It
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ingredients and spices. V26. Temple of Zariel The iron double door leading to this room has Infernal runes carved into its arched door frame. A character who understands Infernal can translate these
atop each one, casting flickering light across a claw-footed altar carved from a single block of obsidian, and which has a small angel-shaped flame erupting from its top. A gray-haired woman kneels
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, mirrorlike ceiling high above. The columns are carved in the likeness of two alluring yet imposing devils whose eyes seem to follow you. Ruddy light filters into the room from somewhere beyond the
heat (see the Dungeon Master’s Guide). When the characters arrive, each of them is trapped in one of the pentacles (detailed below). Devil Columns. The figures carved into the columns represent Belial
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
arcane lock spell. 3. Guest Room The furniture in this room is scaled for giant-sized guests and includes two soft beds, a handsomely carved wooden table, and an empty wooden chest. A spacious closet
day, these guards and the ones on active duty operate on alternating shifts. When the castellan decides that a shift is done, he rousts these guards from their slumber and orders them to replace the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of this small plaza, flanking by iron torches that brightly illuminate the area. One door lists unevenly on its bottom hinge, and the other lies shattered on the ground. The standing door is carved
with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Treasure Eyon has a waterproofed leather pouch on her belt that contains 15 gp, 6 pp, five delicately carved coral gemstones worth 80 gp each, and a potion of healing. Development If the characters defeat
climb up to the bridge. The bridge has a low stone balustrade, and its weathered sides are carved with images of dwarven battles. A single torch burns at the apex of the bridge.
The bridge was elevated
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
into four hostile swarms of insects. Replace the swarms’ climbing speed with a flying speed of 30 feet.
Map 4.1: Side View of the Scab View Player Version S8. Hag’s Lair The tunnel leading to this
madness. The vrocks are quick to use their spores, even if it means infecting their gnoll allies. The demons and gnolls fight to the death. The statue is carved out of hardened scab. A detect magic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Fire Temple E1. Entrance An arrow slit is carved into the south wall of the lava tube leading to this area. The arrow slit is 3 feet tall, 6 inches wide, and unguarded. Behind the arrow
within each niche.
The shadowy forms are statues of dwarven warriors, carved long ago as an honor guard for those passing through this area. Tripwire Trap. A tripwire stretches across the floor between
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, using them to replace the old shingles on their own roofs. T8. The Cart and Coin This establishment sells and swaps horses and draft animals, and also deals in feed, horseshoes, and gear. The owners
feed and exercise the animals, clean the stables, and replace horseshoes. T9. The Triboar Travelers Merchant sponsors can hire the personnel and the vehicles of the Triboar Travelers to make caravan runs
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
submerging themselves within. At the far end of the chamber stands a double door with a large, ornately carved lock.
The pools represent the trials the characters must undertake to pass the test of
the center of the room, carved into the rough shape of what looks like a giant foot. Runes scribed into the north and south walls of the chamber create the outline image of a bare footprint
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
abandoned. In addition, King Grol posts sentries to drive off intruders who get too close. Each of these two rooms is occupied by two goblin bosses armed with shortbows. Replace the goblin bosses
room’s upper reaches, overlooking the floor. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved stone brazier.
This chamber is home to a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to have created basilisks, medusas, gorgons, cockatrices, and other monstrosities and aberrations with the power of petrification. Orlassk’s citadel is carved into the body of a gargantuan gargoyle
Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled.
Tentacle Whip. Melee Weapon Attack: +15 to hit, reach 10 ft






