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Returning 35 results for 'bellowing blood diffusing confined rules'.
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Orcus
Legacy
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Monsters
Out of the Abyss
Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
Monsters
Mordenkainen Presents: Monsters of the Multiverse
known as the Blood Lord. While he takes pleasure in the sufferings of the living, he far prefers the company and service of Undead. His desire is to see all life quenched and the multiverse transformed
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into secret rooms on either side of the door, where six ghasts are confined (three per room). The stone door opens when a pint or more of fresh blood is poured into the mouth of each bronze serpent
, gruel for the ghoul.”
The stench of rotting flesh wafts from the bronze serpents. Close examination reveals dried blood in each statue’s mouth and tiny tubes at the back of its neck. The tubes extend
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into secret rooms on either side of the door, where six ghasts are confined (three per room). The stone door opens when a pint or more of fresh blood is poured into the mouth of each bronze serpent
, gruel for the ghoul.”
The stench of rotting flesh wafts from the bronze serpents. Close examination reveals dried blood in each statue’s mouth and tiny tubes at the back of its neck. The tubes extend
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into secret rooms on either side of the door, where six ghasts are confined (three per room). The stone door opens when a pint or more of fresh blood is poured into the mouth of each bronze serpent
, gruel for the ghoul.”
The stench of rotting flesh wafts from the bronze serpents. Close examination reveals dried blood in each statue’s mouth and tiny tubes at the back of its neck. The tubes extend
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
35. Office of the Demogorgon This area houses an ettin, originally brought here for Thessalar’s experiments. The giant is kept both for his blood supply, which Thessalar uses in the crafting of new
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
35. Office of the Demogorgon This area houses an ettin, originally brought here for Thessalar’s experiments. The giant is kept both for his blood supply, which Thessalar uses in the crafting of new
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
35. Office of the Demogorgon This area houses an ettin, originally brought here for Thessalar’s experiments. The giant is kept both for his blood supply, which Thessalar uses in the crafting of new
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling
. This section provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This
chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This
chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This
chapter provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling
. This section provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling
. This section provides the rules you need for your characters and monsters to engage in combat, whether it is a brief skirmish or an extended conflict in a dungeon or on a field of battle. Throughout this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
DC Soft surface such as snow 10 Dirt or grass 15 Bare stone 20 Each day since the creature passed +5 Creature left a trail such as blood -5
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
mongrels cower in the shadowy northwest corner. One of them cradles something shiny. Three mongrelfolk are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
mongrels cower in the shadowy northwest corner. One of them cradles something shiny. Three mongrelfolk are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
DC Soft surface such as snow 10 Dirt or grass 15 Bare stone 20 Each day since the creature passed +5 Creature left a trail such as blood -5
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
DC Soft surface such as snow 10 Dirt or grass 15 Bare stone 20 Each day since the creature passed +5 Creature left a trail such as blood -5
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
mongrels cower in the shadowy northwest corner. One of them cradles something shiny. Three mongrelfolk are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who were not born in the place. The native elves are boisterous, tempestuous, and ready to draw blood over the slightest insult or lapse of tradition. The plane’s beauty is both overpowering and
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who were not born in the place. The native elves are boisterous, tempestuous, and ready to draw blood over the slightest insult or lapse of tradition. The plane’s beauty is both overpowering and
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
Gate to Level 12 At the north end of this 20-foot-high cave are two 15-foot-tall standing stones hewn from black basalt. Carved into the lintel spanning them is a large, blood-red X. The standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
Gate to Level 12 At the north end of this 20-foot-high cave are two 15-foot-tall standing stones hewn from black basalt. Carved into the lintel spanning them is a large, blood-red X. The standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
Gate to Level 12 At the north end of this 20-foot-high cave are two 15-foot-tall standing stones hewn from black basalt. Carved into the lintel spanning them is a large, blood-red X. The standing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
who were not born in the place. The native elves are boisterous, tempestuous, and ready to draw blood over the slightest insult or lapse of tradition. The plane’s beauty is both overpowering and
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Jhesiyra escaped her prison when its wards failed during the Spellplague. To hide from Halaster, she magically confined herself in the stones of Undermountain. She now exists in a bodiless state
form. Jhesiyra can exert control over Halaster’s magic gates, keeping adventurers from passing through them if she thinks they lack the might needed to defeat the perils beyond. In terms of game rules
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
checks made to jump. Fenthaza (see area 5) carries the keys for these bindings. See “Adventuring Gear” in chapter 5 of the Player’s Handbook for rules on breaking, escaping, and unlocking manacles (and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Jhesiyra escaped her prison when its wards failed during the Spellplague. To hide from Halaster, she magically confined herself in the stones of Undermountain. She now exists in a bodiless state
form. Jhesiyra can exert control over Halaster’s magic gates, keeping adventurers from passing through them if she thinks they lack the might needed to defeat the perils beyond. In terms of game rules
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Jhesiyra escaped her prison when its wards failed during the Spellplague. To hide from Halaster, she magically confined herself in the stones of Undermountain. She now exists in a bodiless state
form. Jhesiyra can exert control over Halaster’s magic gates, keeping adventurers from passing through them if she thinks they lack the might needed to defeat the perils beyond. In terms of game rules
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spilling of blood isn’t prohibited, but the only weapon a rider can carry is a light sporting crossbow; the steeds can use their talons and beaks, which is what makes the Griffon such a fierce contender
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spilling of blood isn’t prohibited, but the only weapon a rider can carry is a light sporting crossbow; the steeds can use their talons and beaks, which is what makes the Griffon such a fierce contender
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spilling of blood isn’t prohibited, but the only weapon a rider can carry is a light sporting crossbow; the steeds can use their talons and beaks, which is what makes the Griffon such a fierce contender
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura






