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Returning 35 results for 'being before diffusing chained rise'.
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Zariel
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Monsters
Mordenkainen’s Tome of Foes
Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
following effects:
The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and Bel hate each other. To keep Bel busy and out of her sight, Zariel tasks him with forging weapons, armor, and
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, read: The stench of sweat fills the humid air. You are chained to the wall of a dank, partially flooded pit. Other prisoners whimper nearby, lit by faint torchlight from the hole above.
If characters
peer into this room through the portcullis, use this description instead: Muffled sobs and moans rise from four pits with circular iron grates covering them. A chain hooked to each grate stretches
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, read: The stench of sweat fills the humid air. You are chained to the wall of a dank, partially flooded pit. Other prisoners whimper nearby, lit by faint torchlight from the hole above.
If characters
peer into this room through the portcullis, use this description instead: Muffled sobs and moans rise from four pits with circular iron grates covering them. A chain hooked to each grate stretches
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, read: The stench of sweat fills the humid air. You are chained to the wall of a dank, partially flooded pit. Other prisoners whimper nearby, lit by faint torchlight from the hole above.
If characters
peer into this room through the portcullis, use this description instead: Muffled sobs and moans rise from four pits with circular iron grates covering them. A chain hooked to each grate stretches
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil. Zariel’s rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil. Zariel’s rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
war and offered her rulership of Avernus. She accepted his offer, and he transformed her into an archdevil. Zariel’s rise in status came at the expense of Bel, her pit fiend predecessor. Zariel and
damage.
Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
table in the introduction. 4E. Bell Tower Wooden pillars rise to meet the rafters 30 feet overhead, with the pitched roof rising higher, forming an 80-foot-tall bell tower with rafters of its own
she knows that they keep Cryovain chained aboard their biggest ship (she doesn’t know its name or whereabouts). Like most white dragons, Isendraug is not to be trusted. She has no intention of sparing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. The area within 2 miles, but no closer than 500
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
table in the introduction. 4E. Bell Tower Wooden pillars rise to meet the rafters 30 feet overhead, with the pitched roof rising higher, forming an 80-foot-tall bell tower with rafters of its own
she knows that they keep Cryovain chained aboard their biggest ship (she doesn’t know its name or whereabouts). Like most white dragons, Isendraug is not to be trusted. She has no intention of sparing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
table in the introduction. 4E. Bell Tower Wooden pillars rise to meet the rafters 30 feet overhead, with the pitched roof rising higher, forming an 80-foot-tall bell tower with rafters of its own
she knows that they keep Cryovain chained aboard their biggest ship (she doesn’t know its name or whereabouts). Like most white dragons, Isendraug is not to be trusted. She has no intention of sparing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. The area within 2 miles, but no closer than 500
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round. The area within 2 miles, but no closer than 500
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
last resort. The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons, and with reports of giant attacks on the rise, they see giants as an emergent threat to peace in the
Daggerdark has turned his ship, the Morkoth, into a floating prison. King Hekaton lies bound and chained within, unable to escape without aid. The ship circles the islands of the Trackless Sea, far from
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
last resort. The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons, and with reports of giant attacks on the rise, they see giants as an emergent threat to peace in the
Daggerdark has turned his ship, the Morkoth, into a floating prison. King Hekaton lies bound and chained within, unable to escape without aid. The ship circles the islands of the Trackless Sea, far from
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
last resort. The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons, and with reports of giant attacks on the rise, they see giants as an emergent threat to peace in the
Daggerdark has turned his ship, the Morkoth, into a floating prison. King Hekaton lies bound and chained within, unable to escape without aid. The ship circles the islands of the Trackless Sea, far from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
closer to the doors. A wailing howl erupts from the shadows of this dim chamber, echoing from black marble walls. Dark pillars rise to the ceiling, each exuding shadow that twists in the air like
courtyard to have disadvantage on Wisdom checks and saving throws. Being chained to the pillars causes hypnotic dreams that, after a period of weeks or months, improve combat skill and imbue most
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Chained to the statue’s pedestal is an emaciated, malformed creature with rubbery, purplish-gray flesh, a bulbous head with a metal plate bolted to it, and sinister eyes.
If Xardorok Sunblight (see
extinguish this fire, Xardorok loses his Psychic Conquest trait. The creature chained to the statue’s base is a mind flayer with 9 hit points and no armor (AC 11). Klondorn, the duergar priest (see area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
closer to the doors. A wailing howl erupts from the shadows of this dim chamber, echoing from black marble walls. Dark pillars rise to the ceiling, each exuding shadow that twists in the air like
courtyard to have disadvantage on Wisdom checks and saving throws. Being chained to the pillars causes hypnotic dreams that, after a period of weeks or months, improve combat skill and imbue most
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Chained to the statue’s pedestal is an emaciated, malformed creature with rubbery, purplish-gray flesh, a bulbous head with a metal plate bolted to it, and sinister eyes.
If Xardorok Sunblight (see
extinguish this fire, Xardorok loses his Psychic Conquest trait. The creature chained to the statue’s base is a mind flayer with 9 hit points and no armor (AC 11). Klondorn, the duergar priest (see area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
closer to the doors. A wailing howl erupts from the shadows of this dim chamber, echoing from black marble walls. Dark pillars rise to the ceiling, each exuding shadow that twists in the air like
courtyard to have disadvantage on Wisdom checks and saving throws. Being chained to the pillars causes hypnotic dreams that, after a period of weeks or months, improve combat skill and imbue most
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Chained to the statue’s pedestal is an emaciated, malformed creature with rubbery, purplish-gray flesh, a bulbous head with a metal plate bolted to it, and sinister eyes.
If Xardorok Sunblight (see
extinguish this fire, Xardorok loses his Psychic Conquest trait. The creature chained to the statue’s base is a mind flayer with 9 hit points and no armor (AC 11). Klondorn, the duergar priest (see area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
later claimed the plateau’s harbor as their own, but it was one known as Nimoar who is best remembered. A History of Waterdeep: Age One, The Rise of the Warlord records how Nimoar raised a wooden
Waterdeep’s acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
later claimed the plateau’s harbor as their own, but it was one known as Nimoar who is best remembered. A History of Waterdeep: Age One, The Rise of the Warlord records how Nimoar raised a wooden
Waterdeep’s acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the ages receiving blessings from the gods. A stone double door stands at the far end of the room, while stairs rise to the west and another hall opens to the east.
People who bring their offerings to
magmatic pool at the heart of Jademount is the lair of the tlexolotl (detailed at the end of this adventure) named Izel. The tlexolotl resents any interruptions to his plans. The four humans chained to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the ages receiving blessings from the gods. A stone double door stands at the far end of the room, while stairs rise to the west and another hall opens to the east.
People who bring their offerings to
magmatic pool at the heart of Jademount is the lair of the tlexolotl (detailed at the end of this adventure) named Izel. The tlexolotl resents any interruptions to his plans. The four humans chained to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
later claimed the plateau’s harbor as their own, but it was one known as Nimoar who is best remembered. A History of Waterdeep: Age One, The Rise of the Warlord records how Nimoar raised a wooden
Waterdeep’s acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the ages receiving blessings from the gods. A stone double door stands at the far end of the room, while stairs rise to the west and another hall opens to the east.
People who bring their offerings to
magmatic pool at the heart of Jademount is the lair of the tlexolotl (detailed at the end of this adventure) named Izel. The tlexolotl resents any interruptions to his plans. The four humans chained to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
darkness. Numerous rock columns rise to meet the stone overhead. The air is thick with troglodyte stench, and the floor is littered with refuse from the monsters’ meals and gnawed bones of dubious
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
darkness. Numerous rock columns rise to meet the stone overhead. The air is thick with troglodyte stench, and the floor is littered with refuse from the monsters’ meals and gnawed bones of dubious
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
darkness. Numerous rock columns rise to meet the stone overhead. The air is thick with troglodyte stench, and the floor is littered with refuse from the monsters’ meals and gnawed bones of dubious
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
this wide vertical shaft. A bridge-like pier of rock juts out to meet the platform from a wide ledge on the eastern side of the shaft. Hot fumes rise from below, and the shaft glows with fiery light
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
this wide vertical shaft. A bridge-like pier of rock juts out to meet the platform from a wide ledge on the eastern side of the shaft. Hot fumes rise from below, and the shaft glows with fiery light
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
this wide vertical shaft. A bridge-like pier of rock juts out to meet the platform from a wide ledge on the eastern side of the shaft. Hot fumes rise from below, and the shaft glows with fiery light






