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Returning 35 results for 'before brave deep core remote'.
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Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
they hunt to satisfy their voracious appetites.
Deep Dragons
Deep dragons slither through the wet and lightless places of the Underdark. They are stealthy hunters with an affinity for lost lore and
Monsters
Forgotten Realms: Adventures in Faerûn
often clash with aquatic Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep
magic pervading the Underdark twists deep dragons as they grow, so few adult deep dragons look alike. Their skin is usually pitted by fungal growths that spread across the body. Although lacking the
Monsters
Forgotten Realms: Adventures in Faerûn
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
’s next turn. Success: Half damage only.Young deep dragons establish lairs in familiar hunting grounds and defend their lairs with twisting passages and traps such as deadfalls. They dominate the
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
deep dragons often spend years sequestered among individualized libraries, fungal gardens, or collections of esoterica. When these venerable terrors venture forth to hunt, they can remake Underdark
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are
nightmarish cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Making their lairs in the depths of the Underdark, deep dragons are nightmarish
cousins of chromatic dragons. The warped magical energy of their subterranean realm gives them the ability to exhale magical spores that instill fear and scar the mind.
Deep dragons’ black-and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a
, dust, or sand form deep drifts or dunes.
Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.
If the giant dies, the lightning, thunder, and high wind
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
from the relics of their respective courts.
In the wake of the Phyrexian invasion, whole orders of knights have journeyed deep into the wilds, searching for a magical remedy to restore the kingdom to
its former glory, or seeking to help travelers and remote communities beset by troubles.
Achieving knighthood in one of the courts requires a quest that proves one’s excellence in that court
Triton
Legacy
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
Backgrounds
Guildmasters’ Guide to Ravnica
and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
spore druid responsible for a large rot farm.
5
There’s a troll in a remote area of the undercity who seems to find me interesting — and who knows more than you’d think.
6
An
Monsters
Eberron: Rising from the Last War
one level of exhaustion.Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
Shifter
Legacy
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Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
Monsters
Fizban's Treasury of Dragons
from its slumber.
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor
, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales
Orc
Legacy
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Species
Volo's Guide to Monsters
the world. For no matter how thick its walls, skilled its archers, or brave its knights, few settlements have ever withstood a full-scale onslaught of orcs.
Every soldier who lives through a fight
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Astral and Ethereal The planes of Eberron are bound together in their own cosmology. But the astral and ethereal planes surround and enfold them, functioning exactly as they do in the core cosmology
. If you wish to facilitate contact between Eberron and other settings, passage through the Deep Ethereal is the simplest way to accomplish it. The potential impact of contact between Eberron and other realms is discussed in chapter 1.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
influence. When the influence of a plane is especially strong it is said to be coterminous. When its influence is weak, a plane is remote. These states can be important for epic rituals, the creation of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Concord Jewels The Radiant Citadel, Which drifts through the depths of
the Deep Ethereal, is a beacon of possibility and adventure Beyond the Radiant Citadel drift the Concord Jewels, which connect
similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Life in the Big City Ravnica is a vast city, covering the entirety of the world in many layers of construction, from deep sewers and catacombs to sky-raking spires. No single map can encompass the
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
in the Forsaken Deep create a perpetual necrotic storm on the ocean surface above. To stop it, the characters must brave creatures from the Elemental Water Encounters and Giant Necropolis Encounters
Forsaken Deep Adventures Here are sample adventure hooks to bring characters to the Forsaken Deep or to give them missions to pursue there. Burial at Sea Restless spirits of the storm giants who died
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Concord Jewels The Radiant Citadel, Which drifts through the depths of
the Deep Ethereal, is a beacon of possibility and adventure Beyond the Radiant Citadel drift the Concord Jewels, which connect
similar. A cylindrical core holds containers for goods, including livestock. Surrounding the core is seating for passengers. The Citadel employs official operators called Clavigers to pilot the Jewels
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
this 20-foot-high, 15-foot-wide cave. Rising up from the middle of the floor is a particularly large (10-foot-tall) stalagmite riddled with 4-inch-wide, 12-inch-deep naturally formed holes that bore
down into a hollow central cavity. Lying near the base of the stalagmite are the badly corroded remains of two goblin scimitars. A black pudding has taken residence inside the stalagmite’s hollow core
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifters Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifters Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Deep Dragon Lairs Deep dragons make their lairs in the recesses of the Underdark, often near the settlements of people with whom they have alliances or enmities. Their lairs are highly individual
. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes. Deep dragons’ lairs serve as bases for the dragons
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
echoing, broken halls house malign creatures. Evil has taken root at the citadel’s core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd
opportunistic creatures common to lightless dungeons infested the subterranean ruins. At the core of the old fortress, Belak stumbled upon the Twilight Grove. He discovered at the grove’s heart the Gulthias
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Quartermaster Senni. This keeps unwanted riffraff out of the city proper and protects Blingdenstone’s security. The deep gnomes working in the mines, farms, and forges outside the settlement spend less
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Setting Sail In Waterdeep, the characters are outfitted with cold weather gear, including snowshoes suitable for traversing deep drifts, and have passage north arranged on a ship specially built for
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a vibrant city-state with a deep appreciation for art and tradition. It rests on a plateau beneath the Heavenly Peaks, a bulwark of rugged, snow-capped mountains that have protected their lands for
centuries. Though most inhabitants reside in the city or the surrounding hills, more stalwart folk brave the Burning Dunes, where kenku scavengers scour the ruins of old civilizations and rocs soar
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Setting Sail In Waterdeep, the characters are outfitted with cold weather gear, including snowshoes suitable for traversing deep drifts, and have passage north arranged on a ship specially built for
years ago on the Sea of Moving Ice. He keeps a leather hood drawn across his face most of the time, both for warmth and so as not to frighten children. Lerustah is a brave explorer and a skilled sailor
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
world’s oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their foes when they found
stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so remote even merfolk and sea elves rarely encounter them.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of the spacecraft’s core systems, including its arsenal of robots. Depending on how the characters respond, the computer can be a useful temporary ally or a dangerous enemy. Eventually, the party
learns Aphelion is fixated on a single goal: eliminating a scientist frozen in stasis deep within the ship. Foiled in its attempts by a giant, territorial amphibian barring the only path to the scientist
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals






