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Returning 35 results for 'benches before deep cantrips repairing'.
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Monsters
Tales from the Yawning Portal
spell attacks). She has the following wizard spells prepared:
Cantrips (at will): light, prestidigitation, ray of frost
1st level (2 slots): color spray, magic missile, shield, sleep
Tree Thrall. If
finds herself enslaved deep inside the Sunless Citadel, an unwitting supplicant of the Gulthias Tree. The corrupting influence has turned her skin thick and rough, as though she were affected by a barkskin spell, and has turned the normally good-aligned Sharwyn into an evil adversary.
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
Monsters
Mythic Odysseys of Theros
with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see “Actions” below)
1st level (4 slots): color spray, expeditious retreat
3
Thassa's Spear
4
Ephara's Shield
5
Kindred of the Deep
6
Riders of Heliod
7
Keepers of Pyrgnos
8
The Skysworn
Monsters
Baldur’s Gate: Descent into Avernus
the following wizard spells prepared:
Cantrips (at will): mage hand, message, prestidigitation
1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see “Actions
lashers are spellcasters who use magic to augment their combat abilities. The master of souls;Masters of Souls delve deep into Myrkul’s secrets, allowing them to animate the dead and perform other grave magic.
Monsters
Baldur’s Gate: Descent into Avernus
:
Cantrips (at will): chill touch (see “Actions” below), mage hand, message, prestidigitation
1st level (4 slots): burning hands, detect magic, ray of sickness (see “Actions” below), shield
2nd level (3 slots
abilities. The master of souls;Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.
Monsters
Acquisitions Incorporated
":"Spellcasting"} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch
when enemies hear K'thriss whisper the deep truths of the Ur — typically something about how on a geologic time scale, everyone's desires are meaningless — they remember it.
K'thriss's familiar
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
+ 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.Heralded by the ominous, deep rumbling of their strange song, great packs of dire
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D2. Damaged Balloon Looming above a ramshackle wooden pier is a balloon anchored by four thick ropes tied around wooden posts driven deep into the mire. The balloon’s bladder expands and sags at
of 15), and the bullywugs are in the midst of repairing it. The basket and the ropes that attach it to the balloon are intact and undamaged. For more information on Downfall’s balloons, see the “Swamp Gas Balloons” sidebar.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
37. Showers and Sauna Temple workers came here to shower and bathe. 37a. Showers Benches. Black marble benches stand in the middle of this marble-tiled room.
Showers. Alcoves in the west and east
protrudes from the wall just inside the door.
Benches. Black marble benches hug the wall.
When cold water from an underground river is fed into the tank through the pipe, the fire elemental turns
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, shocking
other than her own. She has never been past the doors at area 14. Burket knows even less than she does. Treasure. The room has a couple of benches and a table, upon which are a large candlestick
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
feet deep, with a 200-foot-wide alcove in the center of the east wall. Six pillars, each 20 feet in diameter and 60 feet tall, support the vaulted ceiling. The walls are lined with niches and sconces
matching benches, and two 9-foot-tall stone slabs stained with blood and grease. Atop the southernmost slab are neat stacks of plates and goblets made of beaten copper, all green and black with age
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Sharwyn Hucrele A young adventurer whose group ran afoul of a band of goblins, Sharwyn Hucrele now finds herself enslaved deep inside the Sunless Citadel, an unwitting supplicant of the Gulthias Tree
spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): light, prestidigitation, ray of frost
1st
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Halfway Isle (Area L3) Halfway Isle used to be a giant stalagmite until the gnomes sheared off the top of it to create a plateau, atop which they built the Abbey of the Deep Brother (area L3
). Bridges connect Halfway Isle to the neighboring districts of Old Lockford and Turbine Heights. L3. Abbey of the Deep Brother Next to the road stands a squat stone building capped with a stone dome. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
repairing the frost giants’ lodges and freeing several greatships (giant-sized longships) entombed in the ice. These humans respect the might of the frost giants and, being evil themselves, serve the giants
. Tables, benches, and other room fixtures are typically twice as high, long, and wide as their human-sized equivalents and roughly eight times the weight. Small and Medium creatures can scuttle under
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
not only the teleportation circle inscribed in the middle of the patio but also the broken benches, weed-infested flowerbeds, and shattered statuary that surround the circle. While the hallucinatory
terrain spell is in effect, the garden looks as it did in its heyday, with statues of frolicking dryads and satyrs situated among the flowers and stone benches. A cantankerous old Harper named Kolbaz
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
functions as the guarded entrance to the Temple of the Black Earth beneath it. All of the monks are earth cultists who are well aware of the true nature of the monastery. Scarlet Moon Hall Deep in the wild
stands deep in the Sumber Hills “where the worst monsters are” — and as a result local hunters, prospectors, herbalists, and woodcutters rarely go near the place. Scarlet Moon Hall is secretly the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far-flung plane where a
:
Cantrips (at will): mage hand, minor illusion, prestidigitation
1st level (4 slots): detect magic, identify, shield
2nd level (3 slots): darkness, locate object, suggestion
3rd level (3 slots
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
or take 11 (2d10) force damage. The wires are self-repairing, and cannot be severed or destroyed. Alcoves Various alcoves and side passages around this area hold a foul-smelling clutter of chickens
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Lord of Blades The Lord of Blades is a warforged warlord who has broken all ties with his former masters. He has established a nation for his people deep in the Mournland, centered in a great
, +10 to hit with spell attacks). He has the following artificer spells prepared:
Cantrips (at will): fire bolt (see “Actions” below), mage hand, mending, prestidigitation
1st level (4 slots
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Dire Corby Heralded by the ominous, deep rumbling of their strange song, great packs of dire corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things
make a DC 11 Wisdom saving throw. On a failed save, the creature is unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, rests within the sarcophagus. When the characters approach within a few paces of it, a deep, clear voice issues from the coffin, saying, “You approach Diderius in repose. I know what you seek
spells: Cantrips (at will): minor illusion, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Nature Domain Gods of nature are as varied as the natural world itself, from inscrutable gods of the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities
choice. This cantrip counts as a cleric cantrip for you, but it doesn’t count against the number of cleric cantrips you know. You also gain proficiency in one of the following skills of your choice
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, the mummy lord, rests within the sarcophagus. When the characters approach within a few paces of it, a deep, clear voice issues from the coffin, saying, “You approach Diderius in repose. I know what
unusual because he casts wizard spells. He uses his 18 Intelligence as his spellcasting ability (his Wisdom remains 18) and has the following wizard spells prepared: Cantrips (at will): minor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Pools and to the Blood Pools. 62. Ooze Temple This chamber has stone benches, columns, and a raised altar, all suggesting it might have once been a temple or forum. Skeletons are arrayed across the
benches.
Creatures. Two deathlock wights (see appendix B) with buckets and stone boots move among dozens of skeletons. They pour steaming ooze over the bones. Two sentient ochre jellies and two sentient
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
limit to how many times it can be used is how many eyeballs the party has remaining. Y12. Wellspring of Answers A deep well plunges through the city floor into darkness. Five crystal benches encircle it
gnarly face. The Nether Oak uses the treant stat block but is neutral evil and speaks Common and Primordial. When the characters arrive, the Nether Oak is in deep slumber. To complete the Rite of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spells such as thorn whip. And when enemies hear K’thriss whisper the deep truths of the Ur — typically something about how on a geologic time scale, everyone’s desires are meaningless — they remember it
warlock spells:
Cantrips (at will): chill touch, eldritch blast, mending, prestidigitation, thorn whip, vicious mockery
1st–3rd level (2 3rd-level slots): dissonant whispers, fly, hex, misty step
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enclave and wipe out the deep gnomes. A 20-foot-high stone building stands in the northeast corner of the warehouse. Inside this unlocked building, Ghuldur Flagonfist and Krimgol Muzgardt (a pair of male
duergar) are interrogating Yantha Coaxrock, an unarmed female monster deep gnome suffering from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide) that makes her
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
following spells prepared: Cantrips (at will): friends, light, mage hand, prestidigitation
1st level (4 slots): charm person, mage armor, shield, sleep
2nd level (3 slots): misty step, suggestion
3rd
quenched his thirst with wine. He survived. When we asked him who he was, he wouldn’t say. All he wanted was to return home, but we were deep in the land of his enemies. We took him as one of our own and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 7 (2,900 XP)
Magic Resistance. The mind flayer has advantage on saving throws
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leather bag containing 25 gp 23. Champions’ Quarters The walls and floor of this room are tiled in deep blue, and the ceiling is light blue. In the center of the room is a table with a small bench
walls, rising about seven feet off the floor and perhaps ten feet wide. A number of coffers, their lids closed, lie around the room.
Three long tables, benches to either side, are set in the central
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Underdark, and the mind flayers aren’t always the enemy. Laduguer and Deep Duerra don’t feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka
hit with spell attacks). The derro knows the following sorcerer spells:
Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost
1st level (4 slots): burning hands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spaced along the west wall. Each niche is 4 feet tall, 1 foot wide, 1 foot deep, and lit with ambient magical light.
Secret Door. A secret door in the south wall opens into area 39c.
The glass
with mending cantrips; each casting of the spell repairs one break in the staff. If the staff is made whole, it transforms from an object into an animated jade serpent that has the statistics of a giant
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Meletian Hoplite Unit Names d8 Name
1 Kraken’s Claw
2 Hands of Justice
3 Thassa’s Spear
4 Ephara’s Shield
5 Kindred of the Deep
6 Riders of Heliod
7
the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, ray of frost (see “Actions” below)
1st level (4 slots): color spray, expeditious retreat, sleep
2nd level (2






