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Returning 35 results for 'beyond before damaged continue resolve'.
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Monsters
Forgotten Realms: Adventures in Faerûn
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a creature
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by nonmagical means.
Restless Sleep. When a
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can’t be damaged by
Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
Monsters
Forgotten Realms: Adventures in Faerûn
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
’t be damaged by nonmagical means.
Restless Sleep. When a creature finishes a Long Rest within 1 mile of the lair, the creature makes a DC 10 Constitution saving throw. On a failed save, the
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
Monsters
Quests from the Infinite Staircase
can continue to feed on a corpse’s memories for days after its death.
If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Drained Memories"} each time it makes an ability check or attack roll, subtracting the d4 roll from it. Each time the target is memory drained beyond
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
Magic Items
Tasha’s Cauldron of Everything
dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.”
8
Beyond the Rock of Bral (silver mind flayer tooth)
2 mind flayer;mind flayers
You gain
rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren’t damaged by a creature, moving as close as you can to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
10. Crumbling Walkway A stone walkway above the water’s edge has partially collapsed into the churning sea, leaving wide gaps. What remains of the walkway is structurally sound. To cross the damaged
and landing in 10-foot-deep water. Characters who ascend the walkway from the north can circumvent the damaged section by crawling through the window into area 6, moving through the palace, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Damage Threshold: 15 Keel/Beam: 250 ft./25 ft. Speed: Fly 35 ft. (4 mph) Cost: 40,000 gp Hit Points. If the ship was lightly damaged in the “Journey through Wildspace” section, it has 300 hit points
instead. If the ship was heavily damaged in the “Salvage Operation” section, it has 220 hit points instead. Squid Ship The following statistics are for the attacking githyanki pirate ship and appear in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
be climbed by any creature that succeeds on a DC 16 Strength (Athletics) check. However, traveling outside the carapace beyond area D3 or D5 attracts the attention of 1d3 whistlers every minute. These
-thick segment of chitin has AC 12, 60 hit points, and immunity to poison and psychic damage. If damaged, a section of chitin unleashes a wave of psychic pain. Each creature within 15 feet of the damaged
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Continuing the Story If the players are interested in more adventures, you can continue the story in the D&D Starter Set: Heroes of the Borderlands available in September 2025. That set provides more
information on this area, and plenty of opportunity for more adventures! The players can also create more customized versions of their characters, or completely new characters, using D&D Beyond.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mosaics that have been chipped away and damaged beyond recognition or repair. The wall to the west is illusory (see area 18).
Trophy Case. Between the doors leading to area 20 stands an empty wooden
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenants Vengeance from beyond the Grave Habitat: Forest, Swamp, Urban; Treasure: Any Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or
vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests. Cristi Balanescu Revenant Followed by a Graveyard Revenant
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
of something else in the vicinity. It takes just a moment to spot another hammerhead ship in the distance. The other ship is severely damaged and adrift. Every few seconds, bands of electricity ripple
approach the other ship and evacuate its crew before that ship is destroyed. After the characters abandon or evacuate their fellow cadets, the simulation ends. Continue with part 3.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Orcs of the Shadow Marches The orc Gatekeepers played a crucial role in defeating the daelkyr and binding their evil in Khyber, and their descendants continue to maintain the ancient seals and fight
continue to live in the Shadow Marches, and centuries of battles between them have diminished both sides. Humans settled in the Shadow Marches long ago, and the first half-orcs helped to cement the bond
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Beyond Basic Rules or are included in this sourcebook. Name AC HP Initiative Key Ability Berserker 13 61 +1 Frenzy when damaged Commoner 10 4 +0 Advantage on Insight Elk ↑Up arrow 10 20 +0 Speedy
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
damaged beyond repair, and any souls trapped in the vehicle’s furnace are released to the afterlife (see “Soul Fuel”). Damage Threshold Infernal war machines have bulk or armor that allows them to shrug
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mournland A wall of dead-grey mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The land is blasted and strangely transformed. In
continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells — war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
above, the characters could be as high as 12th level by the adventure’s conclusion—an important consideration if you intend to continue the campaign beyond this adventure.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
manufacture bizarre war machines. When Kas deems the time right, he sends his forces into the Mists, believing that Vecna’s realm lies just beyond. Invariably, those troops never return, leaving the
vampire to rage, rebuild his forces, and continue his search for the Sword of Kas (detailed in the Dungeon Master’s Guide), which he considers his key to victory.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire and beyond. Those interests often bring them into conflict with local rulers and national governments. Unified Galifar had the strength and influence to impose its will on the collected
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
with weapons drawn and cannot be surprised. If the adventurers get a chance to hear the cultists talking, use the following read-aloud text to portray that conversation: A severely damaged ship leans
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but she blasted the golem with eldritch magic that damaged its memory and hurled it to a far corner of Faerûn. Thinking his golem destroyed, Hamukai put a shield around the vault containing the scroll
that could be opened only by the sapphire’s power. Too weak to continue the fight, Zikzokrishka limped away to heal her wounds. But as she left, she incanted a powerful Netherese curse: when the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damaged by mold, rendering it worthless.)
Vertrand has smooth flesh where his eyes should be, for he surrendered his ocular orbits to a Far Realm entity in exchange for blindsight. Having foreseen the
changes: Vertrand is chaotic evil and speaks Abyssal, Common, Deep Speech, and Undercommon. He has blindsight out to a range of 60 feet, but is blind beyond this radius. He has the confusion spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-embrace as you make your presence known. At the back of the stage, musicians stare in shock but continue playing.
The audience area beyond is a profusion of colorful parasols held by people wearing
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
succeeds automatically, allowing the training exercise (and the journey) to continue. Challenge 1: Plotting a Course The characters must use their Wildspace map to plot a course to their destination
Dexterity (Acrobatics)
Spelljammer: Intelligence (Arcana) or Wisdom (Perception)
If the characters fail their initial attempt to avoid the asteroids, the ship is lightly damaged as it grazes an asteroid. This damage becomes relevant later (see “Wildspace Battle” below).
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Mis)Fortune Once the battle is over, the characters continue the voyage to the Greypeak Mountains, following up on the information gained in the Horn Enclave vault. The mysterious wizard, Lottie, is
— and that it is completely destroyed. Most of its buildings are empty shells and piles of wreckage. Looming beyond the town is a large, dark cavern. A narrow river winds down from the mountain and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage balor
characters might be called on to undertake grand adventures on the cosmic stage. And as a result of these adventures, their capabilities can continue to evolve. Characters gain no more levels at this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
around in the peaks. Beyond the snowy foothills, low-lying clouds obscure the icy peaks of the gargantuan mountains that form the Spine of the World. Eventually, you get above the clouds and behold a sheer
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
stabilizing the star beneath the Star Forge has been damaged, causing dangerous acid to seep into the surrounding lake. The acidic lake has attracted evil creatures from the Elemental Planes and poses
giants might just be the impetus Diasma needs to leave the monastery and continue her adventuring career. Diasma’s Challenge Diasma questions whether the characters have what it takes to compete with






