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Returning 35 results for 'before broad devious complex removed'.
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Geryon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils
Geryon (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil;ice devils and minotaur slaves he
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
competent replacement for both.Geryon’s Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
take a while for adventurers to realize that an apparently unconnected series of encounters early in a campaign are actually all part of the complex schemes of the Lords of Dust. These fiends are so
devious that it is often impossible to discern a pattern to their actions until their plans have come to fruition and the connections have finally been made clear. (You could retroactively decide that what you intended as unconnected encounters were all part of the plan from the beginning!)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Exhaustion level that can’t be removed while the creature is in Hades. If the creature reaches 6 Exhaustion levels, it doesn’t die. Instead, it permanently transforms into a Larva, whereupon all Exhaustion
levels afflicting the creature are removed. Hades Adventures Hades embodies despair manifested as apathy. Pure, undiluted evil is like an inescapable force of gravity, dragging all creatures down—not in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
’ travel from the great city of Waterdeep. A handful of small towns and outposts are scattered through the region, linked to more populous lands by ancient roads and the broad river. The heart of this
, the characters discover that the four cults occupy a sprawling dungeon complex beneath the Sumber Hills. The temples serve as the base for the cultists’ insidious attacks against the Dessarin Valley
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
other citizens. Those bystanders generally return the favor by giving altercations between criminals and the Watch a wide berth. Waterdeep has a complex library of law and custom set by precedent, the
gates and in the harbor. Be aware that the Code Legal provides only an outline of typical sentences for various offenses, and magisters have broad discretion when meting out justice as they see fit. Any Masked Lord can overturn a magister’s ruling, but there’s rarely a Masked Lord around when you need one.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enough for Miska to exit, so Miska is widening it. If he can break free, he can join the battle his forces are engaged in and revel in chaos once again. If the rod is removed or knocked aside, the seal
. Miska’s other spyder-fiends (see appendix A) defend him and implement the demon lord’s complex strategies. Yet Miska’s position is precarious. While he’s a cunning general, he’s unable to command his
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures of unknown realms far removed from mortal concerns. As heroes confront this evil, they must face the selfish, cold tendencies of their own kind as well. A campaign featuring troubled heroes who
and domination, whether embodied by the hosts of the Nine Hells or by humanoid rulers bent on conquering the world. With a theme such as “confrontation with mortality,” you can craft a broad range of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
constables (veterans) to knock on doors and question locals. Before allowing the corpses to be removed and taken to local temples, Barnibus inspects the scene closely and reaches the following
suspects by virtue of their proximity to the crime scene, it hardly seems plausible that they would unleash destructive magic so close to their place of business in broad daylight. Consequently
Compendium
- Sources->Dungeons & Dragons->Rrakkma
slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands
move quickly along the ground and walls. Objectives/Goals These creatures immediately fled the chamber with the illithids and started exploring the complex, until they became trapped here. Natural
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
capability. The goal of the adventure is to remove the psychic lock, which might take the form of a complex trap or maze in the dream. The actual objective of the adventure lies in Dal Quor. The
consequence. Of course, characters who are mere figments of a dreamer’s imagination are simply removed from the dream. But a character dies while actually dreaming, the character receives no benefit
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Rogue)
Forever in search of “twinkles,” Two Dry Cloaks has a deep enthusiasm for treasure and a broad definition of what “treasure” might mean. As an old saying has it, “the hoard is the heart of a
Barbarian Broad belt with a dozen hanging pockets
Bard Lute case
Cleric Hollowed-out holy tome
Druid Made from natural, organic, locally sourced woven fibers
Fighter A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves
the serpent folk were left in the ruins of their great capitals, far removed from other races. Cold of Heart. Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the Stone of Golorr and is disappointed if the characters don’t have it. If they offer up the fake stone recovered in encounter 9, “Cellar Complex,” Rongquan immediately realizes it’s a fake. If the
Rongquan, he shrugs his broad shoulders and lets them leave unmolested, figuring they’ll try to talk to Fenerus anyway. If the characters attack him, Jarlaxle smiles, whistles for his drow bodyguards
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Simulation Chambers Each simulation chamber is a broad circular space with a domed ceiling, its stone walls carved with arcane runes that fill the area with bright light. Each chamber is equipped
with a training version of a spelljamming helm and creates complex illusions designed to test cadets’ speed, skill, and ability to work together in a crisis. Saerthe Abizin accompanies the characters to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. At the chamber’s center, a thick, foul-smelling mist billows from a shallow pool of brackish liquid. Something large and scaly lies within. Beyond it stands a sculpted pillar and a broad stone table
removed, the poison mist ceases rising from the water. Snake’s Skin. Partially submerged in the pool is a 100-foot-long, opalescent skin shed by the gigantic anaconda Chimagua. The skin has AC 15, hp
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
exhaustion that can't be removed until the disease is cured. Any event that causes the infected creature great stress--including entering combat, taking damage, experiencing fear, or having a
randomly determined form of indefinite madness, as described in the "Madness" section. Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
of the Forgotten Realms. Halaster eventually disappeared, as have all his apprentices, but the massive complex he built remains to this day. For untold years, the secrets of Undermountain remained
sat the deep, broad well that was the only known entrance to the dungeon. Around this well he built a tavern and inn that caters to adventurers and those who seek their services, and he called it the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into the lake. That water is now frozen solid, creating a floor of ice several feet thick. The fishers entered the cave complex by this route, as evidenced by tracks in the snow that clings to the ice
musings about the cave complex. Characters who examine the pages find a couple of noteworthy passages: “These caves are sacred to the frost giants. The carvings on the wall suggest that the giants came
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
removed until the disease is cured. Any event that causes the infected creature great stress — including entering combat, taking damage, experiencing fear, or having a nightmare — forces the creature
indefinite madness, as described later in this chapter. Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, where a broad sandstone rise is lit by sheets of green flame that scour the ceiling. Thin shelves of eroded rock emerge from the center of the rise to create a large central mesa. Ten other goblins
This final fight is a complex battle with a lot going on. Whether you want to simplify the encounter or dial up the chaos, you can tweak the elements of the fight as needed to create an exciting
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, and toothed plants wait patiently near stagnant drinking pools for their next meal to arrive. The air in Faunel is rich and humid, and the broad, waxy leaves of foliage along the forest floor glisten
together with rope and gluey spittle, make up Eagles’ Aerie, a settlement for avian folk and awakened birds. Hundreds of feet above the forest floor, Eagles’ Aerie is removed from much of Faunel’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in Rigus. Seasoned tacticians with centuries of battlefield experience between them, they command the armies of nations. Among them is General Braahg (lawful neutral hobgoblin warlord), a broad
training camps line its ringed districts, overseen by guard towers equipped with siege weapons. Bunkers Rigus largely forgoes inns and taverns in favor of its bunkers, an underground complex of barracks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devils and
maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit point maximum is reduced to 0
). Geryon makes one Stinger attack.
Geryon’s Lair Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the icy center of Stygia. He roams the passages, spitting
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
trait can tell the passage isn’t natural and was constructed using magic (no check required). I2: Hall of Histories Bright murals cover the walls of this broad, pillared hall, depicting people through
the party, they can also share this information. The statues are magical, but their power was disrupted when the urns held by two of the statues were removed. They’re currently in areas I4 and I5. Only
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
see any demon within 60 feet of it and ends its turn not having attempted to attack a demon. This curse can be removed with a remove curse spell or similar magic. At the end of each long rest, a cursed
characters enter this area: A shallow meditation pool fills this room, set off from a broad landing edged by a low wrought-iron railing. Wondrous frescoes along the walls depict souls gaining the blessings of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
stone of controlling earth elementals formed naturally via elemental magic, and the miners left it untouched until its power could be assessed. It can be removed from the rock surrounding it with a
: The walls of this chamber are crudely dug and covered with scratches—particularly around seams of glistening ore. A half dozen deep alcoves circle a broad, open space. Two bodies lie in the center of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. Bugbear Complex Each of the five areas of the bugbear community has a few torches and braziers burning. Hides and skins decorate walls and floors, while mounds of straw and similar litter serve for
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
thief and the thief’s allies, but they don’t pursue foes outside this area. L3: Cave Shack Rickety metal sheets separate the east end of this cave from the rest of the complex. Aggressive growling
L10). The helmet loses this effect if removed from this room. L18: Collapsed Antigravity Well Rubble chokes this shaft. A steady trickle of gray liquid burbles through the rubble.
Damage to Landro’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can’t be removed or recharged. Psi Crystal Detector. This black metal box is the size of a bar of soap. It emits an
of this high-domed chamber is a complex lattice of bioluminescent jellyfish that use the glowing tips of their tendrils to form constellations. A high-backed chair with short armrests capped with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
caverns and forgotten storerooms before connecting with the Black Lake. None of the monsters that inhabit the complex regularly visit this place. The black dragon Nightscale sometimes swims through
the disease is cured or the effect is removed with a lesser restoration spell or similar magic. If a successful saving throw reduces the infected creature’s exhaustion level to 0, the creature
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
devil’s claws. If removed, the shards lose their magical powers. Local teleportation-field bracelets encircle the devil’s arms and tail. These devices allow the Grand Master to make its claw and
room, and eventually attempt to flee. Throne Gate. The throne is an assemblage of magical-mechanical parts backed by a standing metallic arch set with complex filigree. The armrests of the throne are set






