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Returning 35 results for 'both backs down contain revealing'.
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Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
our homes on our backs.” The shells they carry around provide all the shelter they require. Consequently, tortles don’t feel the need to root themselves in one place for too long. A tortle
put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ghost Stories Ghost stories number among the more psychologically elaborate genres of horror. Only through revealing tales of tragedy and past wrongs can heroes truly bring peace to forces that share
hauntings have a deep story, and the smallest details tell it. A simple locket or portrait might contain clues that explain a haunting. Personal ties give ghost stories weight. Consider tying the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Adventurers at Heart Tortles have a saying: “We wear our homes on our backs.” The shells they carry around provide all the shelter they require. Consequently, tortles don’t feel the need to root
learning skills they can put to use when building forts to contain their offspring. Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
way down this hallway for the first time (see “Vlonwelv’s Pulpit”). Alcoves along the north wall have secret doors set into the backs of them. These doors pull open easily from this side, revealing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
few walled enclosures that contain several such dwellings can occasionally be found a short distance away from the roads and rivers that run through or near the Fields. The folk of this land are kind
. Occasionally, one of the barrows bulges and vomits forth undead, wakened by some instinct known only to them, or a patch of terrain buckles and collapses in on itself, revealing a sinkhole to warrens beneath.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
protrudes from the north wall. Any close inspection reveals that its nostrils contain hollow cavities, each one containing a stone lever. A pulled lever locks into place and can’t be moved until it
resets. Pulling the lever in the left nostril causes the mouth of the devil face to open wide, revealing a gullet filled with impenetrable darkness that pulls in everything in the room. Initiative
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S12. Courtyard The thick fog that fills this courtyard swirls, as if eager to escape. The courtyard is surrounded by a fifteen-foot-high curtain wall on which stand several guards with their backs to
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
eyes are in place, they disappear and the door grinds open and remains open henceforth. 44B. Inside the Vault When the door opens, read: The vault door grinds upward, revealing a domed, candlelit room
. When an untethered creature is shoved or otherwise moved across the floor, it travels in one direction and does not stop until it comes into contact with a wall or other barrier. The alcoves contain
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
-square pillars contain critical information and the collected history of the society that created the spaceship. They also contain Aphelion’s consciousness. Each server has Armor Class 19; 50 hit points
) This solemn chamber holds twenty upright, cylindrical pods. The door to each pod includes a glass window, though many are cracked or have shattered, revealing the skeletons strapped within. Cool fog
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Lizard Pens The cliff opens into a dark cave whose mouth is barred by a heavy metal grill. Behind the grill, two large lizards with saddles strapped to their backs hiss menacingly. Outside the cave paces
three identical storerooms. Each room is long and narrow with iron storage carts along the walls. The storerooms and their contents are detailed below. F4a: Food. The carts in this room contain flour
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the skeletons as they hiss accusations like “You fly on our backs” and “You soar on our bones.” However, the skeletons don’t understand or respond to anything the characters say. Grasping Claws. Until
M9) uses this chamber as a laboratory. Many of the books contain rare lore predating the Cataclysm. If a character spends 1 hour investigating the books here, they find references to a flying city
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Two other duergar carry treasures plundered from the other areas of this level in gray, soot-stained sacks. The sacks contain the other items stolen from area 11c — an onyx smoking pipe (75 gp), a
beneath Mount Waterdeep, whose Underhalls were the foundations of Undermountain. If the hand of a living or dead dwarf king is pressed against either door, both doors swing slowly inward, revealing area
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
marble, white alabaster, and blue lapis lazuli. Standing at attention with their backs to the hole are four aarakocra simulacra (see the “Aarakocra Simulacra” section earlier in this chapter). The
-long iron key that weighs 25 pounds. This key unlocks the cages in area 8. The cabinets contain all manner of spell components and trinkets accumulated by Sansuri over the years. Characters can find
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Places of Interest Most of Vermeillon’s buildings contain nothing but decaying furniture and whatever belongings were left behind when the inhabitants fled, but a few locations hold treasure or hints
space on one of the last merchant carts out. They took what they could fit on their backs, and they left their other possessions behind and hid their valuables in order to return and claim them later
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
no special adornments, while the others have banners hanging over their high backs, each one emblazoned with the crest of a Lords’ Alliance member. Banners hanging on the walls display the alliance’s
cabinets contain ship cargo manifests and records of past deliveries, as well as prisoner transfer orders and files documenting the names, crimes, sentences, and commutations of every prisoner who has
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
gp) is a Netherese art object. H34. City Debris This cave might contain a psychic haunting (see “Psychic Hauntings”). Large pieces of stone jut from the twenty-foot-high ceiling of this empty cavern
are four hunched creatures with spiny backs and sharp claws. Each one stares at you with a single unblinking eye.
These four nothics, evil denizens of Ythryn, followed Yilsebek and his fellow drow
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
examines the rock formation quickly realizes it’s a door. Opening or otherwise investigating the door knocks free the dirt encrusting it, revealing an ancient etching of a phoenix wearing a mask rising from
. Then the illusion vanishes, revealing the mosaics’ actual state. 3. Viewing Room Grave niches and alcoves holding funerary urns line the walls of this chamber. The ceiling in the northern part of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warped Test Market until its identity is discovered. Once caught, the Keymaster can be forced to open the inn’s basement door — revealing the dimensional caverns leading to the ritual site. Advancing to
until the Keymaster opens the door, revealing the dimensional caverns leading to the ritual site. 7. Upstairs Rooms The upstairs landing features four doors along each wall, leading into eight bedrooms
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
snowflake in the bottom middle of the frame causes the secret door to swing outward on hidden hinges, revealing a staircase to the storage cellar (area P18). A character who examines the painting or
of a fantastically beautiful fey creature who looks like winter incarnate. The pool’s water is perfectly clear, revealing a tile mosaic at the bottom of it. In the center of the pool’s mosaic are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, silently watching.
The library is a replica of one of the Harper libraries that Quill frequented. The books contain well-known stories and plays, research on monsters, and information about the
). Quill thinks that if he can get close enough to Renekor, he can charm the beholder into revealing information on how to escape Wisteria Vale, or manipulate the beholder’s reality-warping magic to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
secret door to swing inward, revealing a dusty room with several shelves. Lining the shelves are jars, most of which contain harmless liquids. Among these are six specimen jars, each containing one
roof has collapsed, revealing the sky. Perched atop the rubble is a hunched figure wrapped in a cloak. It gazes at the sky, unaware of you.
Zala Morphus The cloaked figure is Zala Morphus, a human
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
holes in the roof allow dim light to enter this large room that extends the length of the house. Two large sacks lie heaped in the northwest corner.
The sacks contain old clothing and rags. A group of
six stirges nests in the rafters of the attic. They descend on the party at an opportune moment, revealing themselves after the characters enter the attic. Treasure. A character who sifts through the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
small gold locket on a fine chain (50 gp); if the locket is opened, it is seen to contain a miniature portrait of a human girl and a lock of blonde hair, which floats away into the surrounding water A
contain a total of 300 gp and twenty leather harnesses with silver buckles (10 gp each). 28. Wave Shaper’s Quarters This room is adorned with a colorful mosaic of a sahuagin with a twisted body creating a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
T1), who arrive 2 rounds later to investigate. Treasure. The shelves contain twenty-six vials of acid, a potion of animal friendship, two potions of healing (greater), two potions of resistance (one
area T1 is locked. Each guard in the vault has a key that unlocks this door. Trapped Safes. The two document safes in this room contain secret information about local nobles and government officials
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, he says he can’t help them, saying, “My orders prevent me from revealing the city’s secrets to outsiders.” Energy Crystals. The crystals embedded in the niches are used to project Everlast’s illusory
causes it to swing open, revealing a 5-foot-diameter vertical shaft that ascends 50 feet to area Y19k. A character can use an action to pull open the hatch by force, doing so with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Flies swarm around a full dung cart that exudes a horrible stench.
The stalls contain ten riding horses. Cart. The dung-filled cart is a fire hazard. If the cart is pushed against a wall and set
footlocker. An oil-filled lantern rests atop each nightstand. Beneath each bed is a copper chamber pot. Treasure. One of the lanterns is a lantern of revealing. No one in the guild is aware the lantern is
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
their backs and in their canoes. Second, they tend the giant lizards that are used to drag or carry especially heavy loads through the mere. Third, they do most of the hunting, fishing, and gathering
solitary dragons. Rezmir is working hard to persuade them that they could gain great power by revealing their secret at the strategically correct moment. Until Tiamat’s return looks more certain, however
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
work camp to the castle on their backs and in their canoes. Second, they tend the giant lizards that are used to drag or carry especially heavy loads through the mere. Third, they do most of the
fear from most solitary dragons. Rezmir is working hard to persuade them that they could gain great power by revealing their secret at the strategically correct moment. Until Tiamat’s return looks more
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
or to feel one last thing. S13: Royal Gallery Glass cases on tables arranged about this room contain dragon scales, manticore tails, and other hunting trophies, as well as weapons, regal gifts, and
, and two vials that each contain one use of oil of sharpness. All other equipment in the armory turns to ash when handled. S16: King’s Bedroom This location floats 20 feet in the air, with nothing but
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(Perception) check, that contains spell scrolls of two random 7th-level spells of a particular class (DM’s choice). All but one of the copper coffers contain unguents and the like; the third coffer
feet above the floor. Pushing the stone in causes the portal to pivot, revealing an opening 10 feet wide and 10 feet high. 8. Hydra Cave A hydra lurks in either the north or the south alcove of this
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
). These locations are keyed to map 2.2, map 2.3, and map 2.4, respectively. Most of these descriptions highlight what the areas contain if a devil attack has not taken place there. Based on the encounters
the altar while the hand is opened and succeeds on a DC 15 Wisdom (Perception) check detects a large secret panel in the palm of the hand. The panel opens easily, revealing a concealed staircase
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contain all the spells Drivvin Freth has prepared, plus animate dead, animate objects, antimagic field, arcane lock, fabricate, finger of death, fireball, geas, globe of invulnerability, ray of
manacles in this room.)
Both prisoners have been strung up to face the wall, their bare backs covered in blood from the cuts inflicted by Erelal Freth’s scourge. One of the prisoners is Hatchrin Alet’taz
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
This room is empty. 3 A laser rifle with a depleted energy cell rests under a rusty bed. 4 Display cases against the walls contain a collection of rocks and minerals from other worlds. 5 Parts of a
adjacent, identical meeting rooms contain rusty metal furnishings and several skeletons. Each room features a small terminal with a screen once used for long-distance communication. Both terminals have been
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
incinerated their barricades and then burned them out with her breath. The entire area from the bottom of the steps to the backs of the chambers is scorched and black. A dozen or more (it’s difficult to sort
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire






