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Returning 34 results for 'bonding before deep compounds reside'.
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Triton
Legacy
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a vibrant city-state with a deep appreciation for art and tradition. It rests on a plateau beneath the Heavenly Peaks, a bulwark of rugged, snow-capped mountains that have protected their lands for
centuries. Though most inhabitants reside in the city or the surrounding hills, more stalwart folk brave the Burning Dunes, where kenku scavengers scour the ruins of old civilizations and rocs soar
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
eyes in a deep vault, while new eyes grow in strange places on their own bodies. 2 A cult of Dyrrn the Corrupter seeks to transcend humanity by bonding with aberrations and symbionts. 3 A cult of
Orc
Legacy
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Species
Volo's Guide to Monsters
infirm. Orcs don’t revere their gods as much as they fear them; every tribe has superstitions about how to avert their wrath or bring their favor. This deep-seated uncertainty and fear comes forth
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reside in Bytopia and on other planes far from the Material Plane, locales where they can access and harness powerful energies. They have unlocked secrets of the multiverse that enable them to fashion
blazed the trail for that journey. Alchemists Rock gnome alchemists explore the nature of minerals and chemicals, curious to see what happens when they mix certain substances with other compounds or
Kobold
Legacy
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Species
Volo's Guide to Monsters
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Followers of Yurtrus reside on the threshold of where the deep area of the cavern system begins. They are the keepers of the dead, and the entrance to their realm is festooned with piles of bones and
noncombatants. Orcs establish their encampments mainly in mountainous areas, around and within deep caves or large crevasses in the rock. Although they prefer such terrain for strategic purposes, they can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
are twenty feet away from the tree trunk and pushing a wheelbarrow filled with bodies toward it.
Two black puddings reside within the hollow, petrified tree. Bak Mei uses these oozes to dispose of
, configuration, defenses, and leaders. No ability check is needed to follow the monks’ tracks back the way they came, since the wheelbarrow leaves a deep furrow in the earth. Characters who follow these tracks
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
, though some still reside within crumbling forts and overgrown castles that dot the wilds. In addition to the nonplayer character stat blocks found in the Monster Manual and other sources, see the Redtooth
creatures living in tight family units deep in the forest. Seeing their homeland under attack inspired them to leave the woods and join the rest of Eldraine in its defense. Since the end of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
sahuagin deep divers, and a giant shark are circling this area, giving the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
deep down, he knows it. He leaves most of the plotting and socializing to his wife, Yalah, to whom he is devoted. When several of the Masked Lords were assassinated in quick succession some years ago
concerned, the local leaders of the Black Network (with Urstul Floxin chief among them) reside with them in the family villa. Orond is a short, stocky man who dresses well and is easy on the eyes. When
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The noise comes from the gibberling in area F2. Steamy Stream. A metal bridge spans this 5-foot-deep stream, which issues from the workshop in area F8 and is scalding hot. A creature that enters the
-svirfneblin to guard their forge. The seven svirfneblin—each riding a giant lizard—constitute the entire deep gnome population here. They eagerly expect the arrival of the prophesied star. Steamy Stream. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sea Ward The Sea Ward stands proud on the high ground above Mount Waterdeep’s sunset shadow. The rich and the powerful (or those who wish you to think such of them, and can afford the rent) reside or
run their businesses here. When the warlords and pirates of early Waters Deep gained enough gold, they built fortresses on what used to be fields of grass tousled by sea wind. You can still see the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the entrance (area A1).
A1: Entrance A twenty-foot-long tunnel leads into the cave.
This tunnel contains a hidden pit trap, as detailed below.
Pit Trap. This 10-foot-deep pit is covered
Soothing the Wyrmling. The wyrmling knows the kobolds aren’t its parents, but it doesn’t know where its nest is. The wyrmling doesn’t yet have a name, which only compounds its misery.
As an Influence
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through its rocky mass suggests that some spark of life might still linger deep within. Anyone who visits the city does so either at the behest of the githyanki or in stealth. Fortunately for those who
.
Population. Roughly one hundred thousand folk dwell in Tu’narath. The vast majority are githyanki, but visitors from other planes aren’t uncommon. Individuals who come to deal with the githyanki reside
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
lightning
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 10 (5,900 XP)
Lightning Blood. A creature within 5 feet of
prone
Senses darkvision 120 ft., passive Perception 15
Languages Deep Speech, Undercommon
Challenge 6 (2,300 XP)
Stunning Gaze. When a creature that can see the gauth’s central eye starts its
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
return to her human form. Zala has no interest in Markos’s current activities and little knowledge about them. Zala speaks Common, Deep Speech, and Elvish. If the characters attack her, Zala responds in
This room reeks of chemicals. A long table with various vials and compounds occupies the center of the room. At the table, two cloaked figures oversee various alchemical experiments.
One of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
one story when it’s viewed in flat, dim light, but it reveals a second, much deeper tale with the addition of proper illumination. We all know of dwarves who fell so deep in love with their craft, or
would rather not do or that they’re unable to perform, such as chasing kobolds out of a narrow cave or retrieving something from deep within a lake. (Stone giants are poor swimmers; they dislike
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
contains inert cleaning compounds, towels, and weightlifting equipment. A skeleton on the floor clutches a diary scrawled in an unknown language. If translated with a Comprehend Languages spell or
aquatic competitions—diving, swimming, and water ballet. The pool gradually slopes from a depth of 3 feet at the south end to 30 feet deep toward the north. A 10-foot-tall diving platform with a ladder
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, twenty-foot-deep pit. A sturdy hemp rope is tied around one of three stalagmites in the cavern and dangles into the pit.
This was the Rockseekers’ campsite. The dead dwarf is Tharden, Gundren’s
, the snake slithers from the water and attacks the character at the back of the party. Pool. The pool is 20 feet deep in the middle. The stream to the northeast is 3 feet deep, and the ceiling of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
reflecting pool rests in a deep basin under its roof, which is built with exceptional acoustics so that a speaker’s words project clearly and effortlessly across the assembled audience. This has made the
awaiting transport to trials in the High Hall or prison in the Seatower of Balduran. High Constable and Master of Walls Osmurl Havanack, a lawful neutral male shield dwarf veteran with a deep loyalty
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
pool rests in a deep basin under its roof, which is built with exceptional acoustics so that a speaker’s words project clearly and effortlessly across the assembled audience. This has made the shrine a
awaiting transport to trials in the High Hall or prison in the Seatower of Balduran. High Constable and Master of Walls Osmurl Havanack, a lawful neutral male shield dwarf veteran with a deep loyalty to his
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
pave the way for reconstruction and renewal. In the Hive, however, Wreaker activity sometimes compounds the miseries of everyday life when their fires—vain attempts to garner attention from the movers
its delights or hawk them to hungry customers over the hubbub of the daily crowds. The Grease Pit offers patrons a taste of the Outer Planes. Deep-fried meat skewers sizzle in bubbling oil taken from
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
while engaging in telepathic conversation, but they aren’t expecting an attack. The fanatics have told the mind flayers to expect surface cultists, such as the aberrant zealots who reside elsewhere in
, duergar, or deep gnomes). 20 This crystal isn’t a repository of memories, but a heightened mind crystal; see “Treasure” below. Reroll this result if the characters have already found this crystal
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
deep, it holds 3 cubic feet of material or 60 pounds, whichever is the lesser. At present the box contains 500 gp, a potion of mind control (frost giant) (see appendix A), and a potion of cloud giant
of the frost giants and his lady reside in a secluded chamber on the southeast edge of the stronghold’s lower level. Living Area. The western part of this chamber contains a huge table, four chairs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
carved into the cave’s east wall. The building’s stained-glass windows overlook the dock and the cave mouth.
The water in this cave is 20 feet deep. The uneven ceiling rises roughly 30 feet above
knew about Ronnom’s crimes, the dragon surely would act differently. Quest Accepted. Should the characters agree to help, Anish tells them that Ronnom and his bodyguards reside on the lower level. If
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
floor opens onto a vertical shaft, 5 feet square and 20 feet deep. The door requires a successful DC 14 Wisdom (Perception) or Intelligence (Investigation) check to be noticed. Iron handrails are set
, this area is difficult terrain. The mud here is 15 inches deep. Six giant lizards lair in this mud-filled cave. They have been trained to serve as guards by the lizardfolk and attack intruders
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations M - P Maelstrom The daughters of King Hekaton reside in this undersea fortress, which stands amid reefs and barnacle-covered shipwrecks in the depths of the Trackless Sea. See chapter 10
other dwarfholds hidden deep below its mines. Bruenor Battlehammer gave up the title of King of Mithral Hall for the third and final time when he set out to reclaim the lost dwarven city of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
deep. A nearby stream keeps the moat filled with ice-cold snowmelt from the mountains. V22: Lookout Turret A ladder allows access from the courtyard to this fortified platform. Two guards in dented
above looms the moondisk (area U5). V26: Barrack This sparsely furnished area includes simple beds and empty wash tubs.
When non-Undead individuals stay at the Three Moons Vault, they reside here
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
clouds anymore, but most do reside atop high mountains, inside or even above a near-perpetual cloud layer. A select few — those at the apex of the clan’s ordning — claim the last of the ancient cloud
Craftwork Fire giants are the greatest smiths, architects, and technicians among giantkind. The iron-lined halls of a fire giant stronghold, deep inside a mountain or a volcano, support the unimaginable
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before exiting at area 2 on map 6.7. 2. Ettin Guards’ Chamber Four ettins reside here when they are not on duty near the main entrance to the grand hall (map 6.5, area 2). Two are asleep, their weapons
are made of bronze that is green with age, and each branch holds a fat black candle that burns with a flame of leaping lavender and deep glowing purple but never grows shorter. The third tier is dull
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the bank’s walls
the deep, its stone walls trailing over the side and descending down beneath the waves and river mud. At the pier’s tip, a huge fountain in the shape of a sinking ship sprays water high, reminding
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city’s more desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the
enormous pier like a monster of the deep, its stone walls trailing over the side and descending down beneath the waves and river mud. At the pier’s tip, a huge fountain in the shape of a sinking ship
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
pocket inside each room. The rooms otherwise contain nothing of value. S16b: Elders’ Quarters. A vegepygmy moldmaker and five vegepygmy scavengers reside in this spacious former lounge. These
characters later change their minds, Aphelion is always listening and never far away. Destroying the computer terminal doesn’t stop Aphelion, whose consciousness is stored in a server room deep on the ship’s






