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Returning 35 results for 'being both deep consist refuse'.
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Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
A deep dragon lair might share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus
. 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
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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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
Fizban's Treasury of Dragons
)
3
Curiosity. I want to know about everything that enters my domain, especially oddities from the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vessel enters or leaves without submitting to “auguries” to determine if a crew’s actions are pleasing to the god of the hour — in this case, the Deep Father. The auguries consist of a half-hour ritual
auguries are unclear, and the whip feels the need to consult the archpriest of the Deep Father (area 4). If the characters met or spoke with the archpriest of the Deep Father before coming here, the whip automatically refuses their request to leave.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Refuse Pit A trashy odor fills this room. A 30-foot-long, 10-foot-wide, 60-foot-deep pit in the middle of the floor is filled with refuse and failed experiments to a depth of 10 feet. The chemical
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an underground river. Whatever the setup, a deep dragon festoons the
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
-Besil. Chasms average 100 to 200 feet deep, but the sides are rough, sloping rock, not sheer walls. Chasm floors tend to be steep, jumbled boulder-falls and are difficult terrain. Light. Cultists
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This quarter has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
feet below the floor level of the surrounding dungeon. The canals are 15 feet deep. A sluggish current flows southward down both canals from the waterfalls at area C25. A character who falls into a canal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Peering through shuttered windows in each tower are four deep gnomes, eight in all. These gnomes operate winches that open and close the gate. If the characters are traveling with a deep gnome escort
, the gates open as they approach, allowing access to the tunnel beyond. If the characters arrive here unescorted, the gnomes refuse to open the gate. Tunnel The tunnel has a 30-foot-high ceiling, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
created by ancient spells used to lift the floor of the bay above the water. Others consist entirely of huge boardwalks supported above the brackish water by decaying pilings. The district is made up
buildings become unlivable, new ones are built atop them, and the tangle of structures is four or five stories deep in some places. Many of the lower structures are completely walled off from the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
floor slopes toward an open pit at its center, and is covered in a layer of waste, blood, and viscera.
The temple residents bring their refuse to this filthy chamber, including organic waste from
the various laboratories. The foul debris here is ankle deep at the edges of the chamber, rising to knee deep closer to the center where the floor slopes toward the pit (area 18). Upon entering this
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Entering the Haven The entrance to the library is a vertical shaft that plunges deep into the bedrock, with a crumbling stone staircase clinging to its stark gray walls. A successful DC 14 Wisdom
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lingering spirits reward the party (see “Gifts of the Deep” below). Should one or more of the characters refuse, Derek and Violette quietly fade away. Gift of the Deeps After the characters agree to return
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
show that they are attempting to capture the characters. The kuo-toa leave any fallen opponents unconscious at 0 hit points, intending to bring them back to Sloobludop as live offerings to the Deep
.”
If the characters talk with Ploopploopeen, the archpriest explains his intentions as the kuo-toa escort the party to Sloobludop. If the characters refuse, the kuo-toa attempt to capture them, as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
priests in the creation of beautiful appearances that many take pride in their ability to present themselves as stunningly attractive examples of either gender. But beauty is more than skin deep, say
exist, or in a large city where the nearest temple might be too far to walk to, a small shrine to Sune often stands near a street corner. These sites consist of a mirror hung beneath a small roof
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
-foot-deep water and smelly refuse. Krenko and three other goblins came this way, heading to his new hideout. The characters can spot signs of grimy boot prints made by Small creatures on one of the
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
around a rectangular, stone-lined pit 15 feet deep, 50 feet wide, and 200 feet long. The original Amnian residents built it as an arena for a highly competitive ball game, and it still provides cheap
bystanders to become heroes in the city and earn favors from the merchant princes. 3. Refuse Pit An enormous sinkhole serves as the city’s garbage dump. Every type of refuse gets tossed here, up to and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
breach in the west wall leads to a dark cave heaped with refuse. Murky water covers most of the floor. Stairs lead up to dry stone ledges that hug the walls. In the middle of the room, more stairs rise
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discovery: the ruins of an ancient dwarven empire, vast halls deep within the Ironroot Mountains. Explorers uncovered mines still brimming with jewels and precious ores and vaults filled with riches and
warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Mror Holds consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
would go to the surface, and I could remain in his employ if I wished. Freedom and a job? How could I refuse? Mantol-Derith is a hidden place accessed by secret ways. Slaves, such as I had been, are
svirfneblin come to trade with each other and with surface-dwellers interested in conducting business with the deep places. Its location is kept secret — I only know that it is fairly close to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. MALEVOLENT DWELLERS OF THE DEEP
The sahuagin are cruel and vicious in equal measure. Although they are humanoid in form, they have a mindset closer to that of predatory sharks than the outlook of humans or
side of the door, about 4 feet above the floor. All doors open into the areas they border on metal casters that move along grooves cut into the stone floor. Gates and Pillars All gates consist of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
settlements here consist of wooden structures suspended above the muck. Most are built on platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
is greedy. After allowing characters to pass through the gate, he demands a bribe in the form of food (preferably meat) or treasure (minimum 10 gp). If the characters refuse to pay up, Nahth picks a
and form up in a defensive line on the south side of the open pits. Each pit is 5 feet across, 10 feet deep, and filled with a swarm of poisonous snakes. The walls of each pit are too smooth to climb
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master’s behalf. Alien Lairs. Because they refuse to share territory with others, most
beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
first four pits are each 10 feet deep and empty except for refuse. The pit leading to area 7 is 30 feet deep and contains a ladder. Characters who watch this area long enough see the muralists
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
each settlement. There’s an old windmill on the road between the village of Barovia and the town of Vallaki. It should be avoided at all costs! (The Vistani refuse to say more.) It is wise to stick to
the road. Wild druids, wayward ghosts, and packs of wolves and werewolves haunt the Svalich Woods. Beliefs and Superstitions The Vistani have deep-rooted beliefs and superstitions that they pass down
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
thrown into deep crags or buried at crossroads. Such sacrifices often vanish soon after, claimed by the god or his servants. Devout criminals often offer Phenax stolen goods as part of their
preparations for premeditated crimes. Phenax is worshiped openly in the necropoleis of Asphodel and Odunos, though the Returned who are loyal to Erebos’s agent, Tymaret, refuse to worship the god they’re
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
immediately calls for reinforcements, which arrive in 1d4 + 2 rounds. The reinforcements consist of 1d4 similar drow patrols. Drow Spore Servants These drow fell prey to Zuggtmoy’s spores and were drawn
punishments or duties that can be set for them. Treatment of slaves is the affair of their owners. It is a capital offense for a slave to refuse any order from a drow of the house that owns the slave. A
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to get some fresh meat. The whirlpool is about 5 feet across and 5 feet deep, with very salty water. The whirlpool is the origin of the warty flesh that moves throughout Spawn Hollow and ultimately
alcove.
This chamber is where Chalaag, the gray slaad explorer who discovered Spawn Hollow, studies the migrating flesh by tracking its warts. Chalaag is a gangly slaad that speaks Common and Deep
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. The Fiends are sore losers and insufferable winners. Righteous Hands A team of Celestials, the Righteous Hands consist of eight hound archons (see Morte’s Planar Parade) and their star player, a deva
refuse the Celestials’ gesture of goodwill. If the characters joined the Righteous Hands, Shariel gifts the characters with a prismatic chalice from Mount Celestia that functions as a gem of brightness
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pulled open with a successful DC 30 Strength (Athletics) check. A knock spell or similar magic also does the trick. Below the trapdoor is a 30-foot-deep shaft containing a wooden ladder. Characters who
characters refuse, and makes good on its threat if the characters don’t share the wealth. The faerie dragon doesn’t have a hoard of its own, since it gives its earnings to unfortunate Waterdavians by
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
two-headed creatures, and as a guard for the treasure vault (area 38). As the characters approach the entrance to this area, read: A deep voice cries out through the open doorway ahead, quickly
"
Much like the true Demogorgon, the ettin’s two heads constantly clash and refuse to speak directly with one another, instead relaying messages through their assigned stewards (housed in areas 36 and 37
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the drow dispatch a well-armed defense force to destroy the surface dwellers. Racing ahead of this drow force is a high elf from Silverymoon named Khalessa Draga. A deep cover agent of the Lords
release her prisoner. If the characters refuse to turn back, Ryzliir kills Aljanor and orders her own force to attack. If the characters leave Aljanor behind or allow him to die, members of the party’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
splintered amid the skeletal remains of four long-dead humans in dusty crimson robes. Tall stone bookshelves line deep alcoves to the north, south, and west. Floating in the alcove opposite you, a
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, except this ghost is lawful neutral.) He warns intruders to leave his master’s tomb. Although the ghost might talk to peaceful characters, he attacks those who refuse to leave. The ghost doesn’t pursue
a DC 10 Intelligence (Investigation) check notices the bottom is several inches higher than the chest should be deep. Within is a gold chain and locket with a portrait of a lovely half-elf female etched in profile on the inside (100 gp) and two rings of braided silver and electrum (25 gp each).






